Chimeric Phantom

Medium Undead, chaotic neutral

Armor Class 11

Hit Points 36 (8d8)

Speed fly +40, walk +0, hover true

Challenge 2

STR
12
+1
DEX
13
+1
CON
10
+0
INT
13
+1
WIS
14
+2
CHA
5
-3

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