Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Traits
Mirror Image
A magical illusion cloaks the phase monster, creating a reflection of the monster nearby and concealing its precise location. While the monster is not incapacitated, attack rolls against it have disadvantage. When a creature hits the phase monster with an attack, this trait stops working until the end of the phase monsters next turn.
Actions
Blood-Curdling Scream
The phase monster unleashes a horrific screech. Each creature within 60 feet that can hear it makes a DC 13 Wisdom saving throw. On a failure it is frightened for 1 minute. While frightened by Blood-Curdling Scream a creature must take the Dash action and move away from the phase monster by the safest available route on each of its turns unless there is nowhere to move. If the creature ends its turn in a location where it doesnt have line of sight to the phase monster the creature makes a Wisdom saving throw. On a successful save it is no longer frightened.
Claws
+6 to hit, reach 5 ft (1.5 m). Hit: 2d4+3 plus 2d4 slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus an additional 5 (2d4) slashing damage if the target is prone.
Horns
+6 to hit, reach 5 ft (1.5 m). Hit: 2d4+3 bludgeoning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If the target is a creature and the phase monster moves at least 20 feet straight towards the target before the attack the target takes an additional 5 (2d4) bludgeoning damage and makes a DC 14 Strength saving throw falling prone on a failure.
Multiattack
The phase monster attacks with its horns and its claws.
Bonus Actions
Shapeshift
The phase monster magically changes its form to that of a Small goat or into its true form. While in goat form, it loses its fly speed and Mirror Image trait. Its statistics, other than its size and speed, are unchanged in each form.
About Phase Monster
Phase Monster is a large monstrosity with a Challenge Rating of 4. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 85 hit points (derived from 10d10+30).
GM Tips: Using Phase Monster
1 tips available
GM Tips: Using Phase Monster
When using Phase Monster in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Phase Monster
1 strategies available
Player Guide: Facing Phase Monster
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Phase Monster?
- Phase Monster has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is Phase Monster?
- Phase Monster is a Large Monstrosity, which affects how certain spells and abilities interact with it.
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