Ethereal Sight. The ancient phantom trauma can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ancient phantom trauma 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.
Twisting Form. The ancient phantom trauma's continuous twisting and shifting adds its proficiency bonus to its AC.
Legendary Resistance (2/Day). If the ancient phantom trauma fails a saving throw, it can choose to succeed instead
Storm of Pain. If the ancient phantom trauma is reduced to 0 hit points, it doesn't die. Instead, its body erupts into a tornado of souls, regains 127 hit points and unleashes a powerful and continuous wail causing all creatures within 10 feet of it to be deafened. Additionally, the ancient phantom trauma can now use the option in the “Mythic Actions” section. Award a party an additional 7,200 XP (14,400 XP total) for defeating the ancient phantom trauma after it uses Storm of Pain.
Multiattack. The ancient phantom trauma makes three attacks with two with its cascading claws and one with its concentrated pain.
Cascading Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) force damage.
Concentrated Pain. Ranged Weapon Attack: +8 to hit, reach 120 ft., one target. Hit: 17 (2d12 + 4) psychic damage.
Etherealness. The ancient phantom trauma enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
The ancient phantom trauma can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The phantom trauma regains spent legendary actions at the start of its turn.
Attack. The ancient phantom trauma makes one attack.
Shared Trauma (Costs 2 Actions). The ancient phantom trauma can focus it's pain on one creature within 20 feet of it. The creature must succeed on a DC 15 Wisdom saving throw, or begin to cry uncontrollably and be blinded by the tears and fall to their knees prone until the end of their next turn.
If the ancient phantom trauma's Storm of Pain trait is active, it can use the option below as legendary actions.
Syphon Pain. The ancient phantom trauma drains the pain and life from a creature dealing 7 (2d6) necrotic damage to the target and removes any madness, disease, or certain conditions afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. For every disease or condition removed the target takes an additional 2d6 necrotic damage. This does not apply to the deafened inflicted by Storm of Pain or condition applied by a curse.
Description
The phantom trauma is a spirit born from particularly gruesome or traumatic death's, often a warzone. It's form grows as more and more trauma and pain is inflicted around it. It feeds off this energy endlessly and inflicts it on others. Often it's shifting form will take the shape of those that have died and were close to the creature it is feeding on whether friends, family, or other adventurers.
Wound on the World. An ancient phantom trauma has feasted on the pain and misery of hundreds of creatures. This could have been a slow process or in times of war it can be accelerated. Once they have eaten their fill they find a place to rest and grow fat on the pain they've inflicted. They drain the life of the surrounding area plaguing people with madness, nightmares, sickness, and bad luck.
Unending Suffering. When an ancient phantom trauma takes its place and grows to an immense size of roiling souls. Its form shifts as each tortured soul attempts to escape only to be pulled in by the other souls. It appears like a mass of mist and souls. This is only in appearance, each soul has become one with the ancient phantom trauma acting as a hive mind.
Undead Nature. A phantom trauma doesn’t require air, food, drink, or sleep.
Lair and Lair Actions
Ancient phantom trauma's dwell in graveyards, caves, battlefields and other places of suffering. An ancient phantom trauma's home is a dark and dreadful place, often a place that it can hide and drain the life from all who live in its vicinity. The lair is often littered with the desiccated corpses of creatures that get too close, and a place that has known an intense amount of pain and suffering. All who enter it's lair will feel a sense dread and paranoia.
Lair Actions
On initiative count 20 (losing initiative ties), the ancient phantom trauma takes a lair action to cause one of the following effects; the phantom trauma can’t use the same effect two rounds in a row:
- The ancient phantom trauma calls on the pain of those that have died in its lair. It summons 1d4 specter. The specters appear within 30 feet of the phantom trauma, act on their own initiative count, and obeys the phantom trauma's commands. The specters dissipate after 1 minute if the phantom trauma dies or when it uses the lair action again.
- The ancient phantom trauma calls upon the bones in a 10-foot radius circle it can see within its lair. Any creature must succeed on a DC 15 strength check or be grappled by the bones for one minute. The saving throw is repeatable at the end of the creatures turn, or they can use an action to break free.
- It calls upon the dead and its knowledge of trauma to cause pain on a creature it can see. The phantom trauma casts phantasmal force on a creature it can see. The creature must succeed on a DC 15 Intelligence saving throw or fall under the effects of the spell. It creates an image of a creature that died and caused pain to the creature under the effect of the spell. The image acts as it did in life, but speaks or behaves in a way that would cause the creature emotional or physical damage. The spell lasts until it ends or when the phantom trauma uses the lair action again.
Regional Effects
The region containing a ancient phantom trauma's lair is warped by the negativity of the phantom trauma, which creates one or more of the following effects:
- All creatures within 6 miles of the lar experience terrible nightmares or sleep paralysis.
- Creatures within 1 mile of the lair hear the voices of dead creatures they knew.
- Plants within 3 miles of the lair grow to be thorny, poisonous, and/or abnormally gray.
- Creatures who spend a day within 1 mile of the lair must succeed on a DC 10 wisdom saving throw, or be afflicted by madness. If they succeed the DC goes up by 1 if they spend another day in a 1 mile radius of the lair. If they fail by less than 5 they gain a short term madness, more than 5 a long term madness, a natural 1 is an indefinite madness. The madness can be determined by the chart in the Dungeon Masters Guide.
If the ancient phantom trauma dies, the effects fade over 1d10 days. Any madness continues as normal
Previous Versions
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12/30/2021 3:35:34 AM
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