Medium Undead, Chaotic Neutral
Armor Class 11
Hit Points 54 (12d8)
Speed 40 ft.
STR
12 (+1)
DEX
13 (+1)
CON
10 (+0)
INT
13 (+1)
WIS
16 (+3)
CHA
5 (-3)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 11
Languages any languages it's constituent souls knew
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Incorporial 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.

Spectral Weapons. The Chimeric Phantom's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.)

Drain Heat. The Chimeric Phantom magically drains the heat from a 15-foot-radius area around it. Each creature in the area makes a DC 13 Constitution saving throw, taking 17 (5d6) cold damage on a failure or half damage on a success. A creature reduced to 0 hit points by this damage can’t regain hit points until the start of the ghost’s next turn.

Actions

Multiattack. The chimeric phantom makes two Maddening Grasp attacks. It can replace one or more uses of Maddening Grasp with Spectral Spear.

Maddening Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) [necrotic] damage. The target must succeed on a DC 13 Constitution saving throw or deal only half damage with weapon attacks that use Strength. An affected creature may repeat this save at the end of each of its turns, ending the effect on a success.

Horrifying Visage. Each non-undead creature within 60 feet and on the same plane of existence that can see the Chimeric Phantom makes a DC 13 Wisdom saving throw. On a failure, a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this Chimeric Phantom's Horrifying Visage for 24 hours.

Ethereal Jaunt. The Chimeric Phantom magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes, it can be visible to creatures on one plane while on the other.

Possession (Recharge 6). One humanoid within 5 feet makes a DC 13 Wisdom saving throw. On a failure, it is possessed by the Chimeric Phantom. The possessed creature is unconscious. The Chimeric Phantom enters the creature’s body and takes control of it. The Chimeric Phantom can be targeted only by effects that turn undead, and it retains its Intelligence, Wisdom, and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creature’s statistics and actions instead of its own. It doesn’t gain access to the creature’s memories but does gain access to proficiencies, nonmagical class features and traits, and nonmagical actions. It can’t use limited-use abilities or class traits that require spending a resource. The possession ends after 24 hours, when the body drops to 0 hit points, when the Chimeric Phantom ends it as a bonus action, or when the Chimeric Phantom is turned or affected by dispel evil and good or a similar effect. Additionally, the possessed creature repeats its saving throw whenever it takes damage. When the possession ends, the Chimeric Phantom reappears in a space within 5 feet of the body. A creature is immune to this Chimeric Phantom's Possession for 24 hours after succeeding on its saving throw or after the possession ends

Reactions

Shadow Glide. As a reaction to taking damage of a type it is resistant to, the Specter may teleport up to 60 feet and turn invisible until it makes an attack. If it does, it can't make attacks on its next turn.

Horrifying Visage. If the Chimeric Phantom takes damage from an attack or spell, it can use Horrifying Visage.

Description

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 kachlian (see page 219). The kachlian keeps the pieces of the creatures’ souls that it finds most valuable and discards the remainder. These discarded pieces of souls often combine into a single, ghost-like creature. Although the chimeric phantom retains fractured memories of the individuals it once was, none of these memories are fully realized, and no single partial soul is in control of the phantom. Chimeric phantoms are an amalgam of spirits and can be destroyed. However, the spirits that make up the phantom cannot be separated into their former selves, as core pieces of the original souls were consumed by the kachlian that created the phantom. 

Insanity. Chimeric phantoms are destined to spend the remainder of their existence in a state of insanity. Each of the spirits fights to dominate the others to control the being they have become, though the spirits are doomed to never have a victor. Instead, the chimeric phantom is ruled by whatever emotion is strongest at that moment. The constant turmoil of its internal struggle leaves the chimeric phantom a chaotic mess of faces, voices, and body language that shift as its emotions change and as minor personalities take hold for seconds at a time. Its struggle is never-ending, permanently damaging the psyches of all the souls that make up the chimeric phantom. The fractured souls can never experience true peace until they have been completely destroyed, which requires destroying the chimeric phantom and the kachlian who made it.

Regained survival insticts. This Chimeric Phantom lived long enough in it's distorted form to have come to terms with it. Other than normal followers of a Kachlian, this Chimeric Phantom will try to avoid further confrontation if it is bloodied and would only resume fighting if victory is a certainty.

Undead Nature. A phantom doesn’t require air, food, drink, or sleep.

Previous Versions

Name Date Modified Views Adds Version Actions
1/2/2022 1:15:49 AM
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2/4/2022 11:17:52 PM
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