Phantom
XP 800
NE Medium undead
Init +4; Senses darkvision 60ft., lifesense 120 ft.; Perception +0
Defense
AC 14, touch 14, flat-footed 10 (+0 size, +4 Dex)
hp 19 (3d8+6)
Fort +3, Ref +5, Will +3
Defensive Abilities Immune undead traits
Weaknesses sunlight flammability
Offense
Speed fly 60 ft. (clumsy)
Melee bite +6 (1d6+6)
Space 5 ft., Reach 5 ft.
Special Attacks swoop
Statistics
Str 19, Dex 18, Con —, Int —, Wis 10, Cha 15
Base Atk +2; CMB +6; CMD 20 (can't be tripped)
Ecology
Environment any
Organization solitary, haunting (2-4)
Treasure none
Special Abilities
Sunlight Flammability (Ex) When exposed to direct sunlight, phantoms burst into flame take 1 point of fire damage per hit dice (normally 3) every round until they die. At which point their body burns to ash and is completely destroyed. If the phantom gets out of the sunlight before it dies, it is still on fire and will continue to take 1d6 points of fire damage, to a maximum of its number of hit dice, each round until it is extinguished. Phantoms count as being vulnerable to sun light and bright light for the purpose of being affected by spells and abilities.
Swoop (Ex) Phantoms can swoop down and make an attack before continuing back into the sky. This action is treated as a charge with the following excpetions. The phantom can continue moving after they make their attack up to their remaining movement or the distance of a single movement, whichever is less. Phantoms must still move at least 10 feet before making their attack which is still made in the closest space from which they can attack the target. Phantoms do not provoke an attack of opportunity from the target of their swoop. Phantoms can move up and down as normal during their swoop but must still move in a straight line horizontally.
This stat block goes with the
Minecraft setting.