Chimeric Phantom
Medium Undead, chaotic neutral
The vague outline of a tortured being flickers, appearing as though it may have once been human. Its face is composed of many faces, and its expressions shift rapidly from madness to anger to pain. Its features change from one moment to the next, resembling one person for a short time, then someone else, or an odd combination of several at the same time._
Recombined Spirits. Chimeric phantoms are created when intelligent creatures, most often humanoid, are consumed by a Open Game License
Armor Class 11
Hit Points 36 (8d8)
Speed 0 ft., fly 40 ft. (hover)
- 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
Challenge 2
Traits
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.






