Fleet Phantom: While this die is in your cooldown track, yo may move up to X hexes at the start of your turn.
Elusive: This unit prevents all damage (including true damage) dealt by units that were not adjacent to it at the start of the current turn.
Fleet Phantom specifically grants its movement during start of turn. If a unit uses Fleet Phantom to get adjacent to an enemy with Elusive, it is considered to have been adjacent at the start of turn and any damage the adventurer deals is not prevented by Elusive.