Phasma
Medium undead, chaotic evil
Armor Class
15
Hit Points
117 (18d8 + 36)
Speed
0 ft., fly 40 ft. (hover)
STR
6 (-2)
DEX
20 (+5)
CON
15 (+2)
INT
15 (+2)
WIS
17 (+3)
CHA
20 (+5)
Damage Immunities
necrotic, poison
Damage Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons that aren’t silvered
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 13
Languages
the languages it knew in life
Challenge
15 (13,000 XP)
Innate Spellcasting. The phasma’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
-
At will: detect evil and good
-
3/day each: dispel magic, protection from evil and good
-
1/day each: banishment, (un)holy aura
Flyby. The phasma doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Incorporeal Movement. The phasma can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the phasma has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The phasma makes two phantom touch attacks.
Phantom Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 41 (8d8 + 5) necrotic damage, and the target’s Wisdom score is lowered by 1d6 and the phasma gains 5 temporary hit points. The target dies if this reduces its Wisdom to
- Otherwise, the reduction lasts until the target finishes a long rest.
In addition, the target must make a DC 18 Wisdom saving throw. On a failure, the target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
- 1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
- 2-6. The creature doesn’t move or take actions this turn.
- 7-8. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
- 9-10. The creature can act and move normally.
At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.
Phantasmagoria (Recharge 6). The phasma taps into the nightmares of each creature it can see that is within 30 feet of it, creating an illusory manifestation of each target’s deepest fears, visible only to that creature. Each creature must make a DC 18 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw is immune to the phasma’s Phantasmagoria for the next 24 hours.