Medium undead, chaotic evil

Armor Class 15
Hit Points 117 (18d8 + 36)
Speed 0 ft., fly 40 ft. (hover)

6 (-2) 20 (+5) 15 (+2) 15 (+2) 17 (+3) 20 (+5)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 15 (13,000 XP)

Special Traits

  • Innate Spellcasting. The phasma’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Flyby. The phasma doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Incorporeal Movement. The phasma 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.
  • Sunlight Sensitivity. While in sunlight, the phasma has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Multiattack. The phasma makes two phantom touch attacks.
  • Phantom Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 41 (8d8 + 5) necrotic damage, and the target’s Wisdom score is lowered by 1d6 and the phasma gains 5 temporary hit points. The target dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a long rest. In addition, the target must make a DC 18 Wisdom saving throw. On a failure, the target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
  • Phantasmagoria (Recharge 6). The phasma taps into the nightmares of each creature it can see that is within 30 feet of it, creating an illusory manifestation of each target’s deepest fears, visible only to that creature. Each creature must make a DC 18 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw is immune to the phasma’s Phantasmagoria for the next 24 hours.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.


A floating semi-transparent humanoid dressed in grayish robes slowly moves toward you. Its face is either nonexistent or concealed behind a translucent gray mask. A faint pulsating white light surrounds its form.

A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. Phasmas are extremely evil and highly aggressive with a hatred for living creatures (especially arcane spellcasters) that knows no bounds.

A phasma is usually found haunting an area within 500 feet of where it was slain when it was alive. It is not bound to this area and may travel or move wherever it pleases, though for some reason, a phasma rarely leaves the area where it died.

A phasma feeds on the mental strength of living creatures.

By sapping a foe’s mental strength it weakens its mind, thereby opening it up to the true power of the phasma, the ability to kill an opponent the same way it died – by a phantasmal killer effect. Creatures slain are left where they fall: the phasma has no use for the opponent anymore.

A phasma appears as a 6-foot-tall incorporeal humanoid dressed in gray robes.

A translucent and pale white light surrounds its entire body. A phasma speaks the same languages it did in life and Common (though it rarely engages in communication with living creatures, other than perhaps to hurl insults and curses at its opponents).

A phasma engages any living foe it encounters. It begins melee using its incorporeal touch in order to feed on an opponent’s mental strength, often focusing its incorporeal touch on a different opponent each round. Once it feels it has weakened the will of its foes enough, it uses its phantasmagoria ability to try and kill its foes immediately.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb