Legendary Resistance (2/day). If Fantasma fails a saving throw, she can instead choose to turn it into a success.
Magic Resistance. Fantasma has advantage on saving throws against spells and other magical effects.
Spellcasting. Fantasma is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, message, minor illusion, ray of frost
1st level (4 slots): color spray,* disguise self,* mage armor, magic missile
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
3rd level (3 slots): counterspell, major image,* phantom steed*
4th level (3 slots): confusion, hallucinatory terrain, phantasmal killer
5th level (2 slots): creation, seeming
6th level (1 slot): mental prison, programmed illusion
Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, Fantasma projects an illusion that makes her appear to be standing in a place a few inches from her actual location, causing any creature to have disadvantage on attack rolls against Fantasma. The effect ends if she takes damage, she is incapacitated, or her speed becomes 0.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Dianeme's Disciple (4/long rest). If a creature within 60 feet of Fantasma is hit with an attack, she can use her reaction to add 4 to the creature's AC, potentially causing the attack to miss.
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