Chimeric Phantom
Medium Undead, chaotic neutral
Armor Class 11
Hit Points 36 (8d8)
Speed fly +40, walk +0, hover true
Challenge 2
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft. passive Perception 11
Languages any languages its constituent souls knew in life
Special Abilities
Frightening Madness. A chimeric phantom's madness unnerves those nearby. Any creature that starts its turn within 10 feet of the chimeric phantom must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the chimeric phantom's Frightening Madness for 24 hours.
Incorporeal Movement. The chimeric phantom 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.
Actions
Multiattack. The chimeric phantom makes two Maddening Grasp attacks.
Maddening Grasp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
Source: Tome of Beasts 2 · OGL/Open