AC 13 (natural armor)
HP 85 (10d10 + 30; bloodied 42)
Speed 30 ft., fly 50 ft.
Proficiency +2; Maneuver DC 14
Saving Throws Dex +4
Skills Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 14
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 , attack rolls against it have . When a creature hits the phase monster with an attack, this trait stops working until the end of the phase monster’s next turn.
Multiattack. The phase monster attacks with its horns and its claws.
Horns. 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 , falling on a failure.
Claws (True Form Only). 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 .
Blood-Curdling Scream (Recharge 5–6). The phase monster unleashes a horrific screech. Each creature within 60 feet that can hear it makes a DC 13 Wisdom . On a failure, it is 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 doesn't have line of sight to the phase monster, the creature makes a Wisdom saving throw. On a successful save, it is no longer frightened.
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.
The phase monster begins combat by using Blood-Curdling Scream. It then charges a foe, preferably one not frightened by its scream. On subsequent turns, if its Mirror Image trait is active, it charges a second foe that’s at least 20 feet away, even if that means triggering an opportunity attack. If its Mirror Image trait is inactive, it instead stands and fights its current opponent. If the phase monster starts its turn bloodied and its Mirror Image trait is inactive, it flies away.
Legends and Lore
With an Arcana or Culture check, characters can learn the following:
DC 10 Phase monsters are giant goats with batlike wings. When a phase monster terrorizes a community, its inhabitants sometimes try to appease the monster with sacrifices.
DC 15 A phase monster may serve a hag by adopting the appearance of a normal-looking goat and infiltrating a village or other community.
DC 20 A phase monster camouflages its location with a magical illusion. Sword blows, arrows, even some spells aimed at the monster often meet nothing but empty air.
With bat wings and a scabrous goat body, the phase monster is terrifying even before it unleashes its flesh-curdling screech. It cloaks itself with an illusion that masks its true location, so that even those who muster the courage to attack it hit nothing but empty air.
Persistent Hunter. Phase monsters terrorize small communities but loom large in their folklore. A phase monster often claims a single village or clan territory as its hunting ground. It lurks on the community’s outskirts or infiltrates it in the guise of an ordinary goat. Every few months, it devours a lone hunter or farmer.
Few settlements have the resources to rid themselves of a phase monster. Its frightening cry puts would-be monster hunters to flight, while its wings allow it to escape brave souls who insist on pursuing it.
Scapegoat. Those terrorized by a phase monster often assume their community is under a curse. Some hold tribunals to determine whose wicked actions summoned the beast. The chosen villager, dubbed the “scapegoat,” is driven into the wilderness as an offering to the monster. When the phase monster’s attacks resume, another tribunal is held. For some villages, this practice has morphed into regular offerings of tribute.
Hag Ridden. Phase monsters often act as mounts or familiars for night hags. value the monster for its ability to disguise its terrifying appearance. In some communities, anyone who keeps goats is regarded with suspicion.
1 Hungry; attacks even a well-armed group
2 Circles travelers overhead, waiting for an opportune moment to attack
3 Dragging off a screaming
4 Attacks a lone humanoid but flees from a group
1 Distant wail
2 Cloven hoofprints that suddenly disappear
3 Terrified fleeing from a monster
4 Community leaders blaming a neighbor for monster attacks
Phase monsters live in wildlands near villages and other small communities.
CR 5–10 2 ; with or
Treasure 20 gp, 300 sp, gold ring (25 gp), (named Heart of Oak. Three times each day, its wielder can use a bonus action to speak the axe’s name. The next attack made with Heart of Oak within 1 minute automatically critically hits a plant creature, fells a nonmagical tree, or splits a nonmagical door or other wooden object)
Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like. Others have bizarre or unnatural appearances, like many-tentacled . Monstrosities could only arise in a world suffused with magic.