Phase Beasts
Phase beasts possesses the magical ability to phase in and out of the Ethereal Plane. They seem to appear out of nowhere and quickly vanish after attacking. Their movement on the Ethereal Plane before coming back to the Material Plane makes it seem like they can teleport.
Curiously, many phase beasts appear to be the same variety of beasts that appear have giant versions of themselves in the wild.
Phase Bat
Large monstrosity, unaligned
- Armor Class 12
- Hit Points 27 (5d10)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 11 (+0) 6 (-2) 12 (+1) 8 (-1)
- Senses blindsight 60 ft., passive Perception 11
- Languages —
- Challenge 1/2 (100 XP)
Echolocation. The bat can't use its blindsight while deafened.
Ethereal Jaunt. As a bonus action, the bat can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.
Phase Centipede
Small monstrosity, unaligned
- Armor Class 13 (natural armor)
- Hit Points 9 (2d6 + 2)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 12 (+1) 5 (-3) 6 (-2) 5 (-3)
- Senses passive Perception 8
- Languages —
- Challenge 2 (450 XP)
Ethereal Jaunt. As a bonus action, the centipede can
magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 17 (5d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Phase Constrictor
Huge monstrosity, unaligned
- Armor Class 11
- Hit Points 67 (9d12 + 9)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
- Skills Perception +2
- Senses passive Perception 12
- Languages —
- Challenge 2 (450 XP)
Ethereal Jaunt. As a bonus action, the constrictor can magically shift itself and the creature is constricting from the Material Plane to the Ethereal Plane, or vice versa.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) piercing damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Phase Crab
Medium monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 18 (4d8)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 11 (+0) 5 (-3) 8 (-1) 5 (-3)
- Skills Stealth +4
- Senses passive Perception 9
- Languages —
- Challenge 1/4 (50 XP)
Amphibious. The crab can breathe air and water.
Ethereal Jaunt. As a bonus action, the crab can magically shift itself and any creature grappled by its claws from the Material Plane to the Ethereal Plane, or vice versa.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target.
Phase Scorpion
Large monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 60 (8d10 + 16)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 6 (-2) 9 (-1) 6 (-2)
- Senses passive Perception 9
- Languages —
- Challenge 5 (1,800 XP)
Ethereal Jaunt. As a bonus action, the scorpion can magically shift itself and any creature grappled by its claws from the Material Plane to the Ethereal Plane, or vice versa.
Actions
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.
Phase Wasp
Medium monstrosity, unaligned
- Armor Class 12
- Hit Points 18 (4d8)
- Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 5 (-3) 10 (+0) 5 (-3)
- Senses passive Perception 10
- Languages —
- Challenge 1 (200 XP)
Ethereal Jaunt. As a bonus action, the wasp can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.