A phantom is an undead spirit that seeks to regain its life by possessing a living humanoid. Since it can’t easily possess a creature, it possesses an object in the hopes of getting close to its target.

Haunting Killer. A phantom will seek to isolate one humanoid creature to reduce it to 0 hit points so it can possess it, and in the process regain its former life. It prefers to target the unsuspecting, particularly children, often possessing a toy or a doll. Once in is in a stable location, it will create a spiritwell in order to trap and subdue its target while keeping intruders away.

Cursed and Damned. At some point in its life, the phantom made a pact with an evil creature. Whether its fate as a phantom was the fulfillment of that pact or because it betrayed it, the phantom is a creature of pure hate.

Cowardly Spirit. The phantom will only attack while it possesses an object, relying on the object’s attacks and its haunting abilities. If it is driven from its host, it will attempt to flee. If it can hide in a new object, it will do so, but if it is pursued by a creature capable of revealing it, it will withdraw as far as possible.


Medium Undead (Possessor, Spirit), Chaotic Evil

Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.


6 (-2)


16 (+3)


16 (+3)


14 (+2)


11 (+0)


18 (+4)

Saving Throws Wis +3, Cha +7
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 10
Languages any languages it knew in life
Challenge 7 (2,900 XP)                              Proficiency Bonus +3

Haunting Presence. While possessing a host, the phantom can create an Intensity 18 spiritfont with range of 20 feet by concentrating for 1 hour. The phantom can create up to 4 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 20 feet of another one.

Controlled Object. While the phantom possesses an object, it acts like an animated object, using the animated object’s Strength and Dexterity scores and AC in place of its own. It uses the object’s hit points in place of its own. The phantom retains its movement, traits, and Intelligence, Wisdom, and Charisma scores. When the object is reduced to 0 hit points, the phantom is forcibly removed from possessing it and the object is destroyed.


Multiattack. The phantom makes two slam attacks when possessing an object.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning, piercing, or slashing damage as appropriate to the host.

Uncontrollable Dread. One creature within 30 feet of the phantom must make a DC 15 Wisdom saving throw. If failed, the creature is incapacitated for 1 minute. So long as the creature has at least 1 hit point, at the end of each of its turn it makes a new saving throw.

Possess. The phantom’s possession save DC is 15 (Charisma based). It is a Controller that can possess an object or within 15 feet of it. It can also possess a living creature with 0 hit points by concentrating for 10 minutes. When the phantom possesses a target, its body assumes a spiritual form and is subsumed by its host. The phantom can use its Uncontrollable Dread action while possessing an object.

If the phantom successfully possesses a creature, the phantom becomes that creature, using its statistics, but retains its own Intelligence, Wisdom, and Charisma scores. If the host is slain, the phantom is forced out, using its normal statistics. A phantom’s spiritfonts are destroyed when it possesses a creature.