Hauntling | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Necromancy Can Be Good

Hauntling CR: 1/8

Tiny undead, any alignment
Armor Class: 11
Hit Points: 2 (1d4)
Speed: , fly: 40 0

STR

1 -5

DEX

12 +1

CON

10 +0

INT

12 +1

WIS

10 +0

CHA

14 +2

Skills: History +3
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petried, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 10
Languages: any languages they knew in life
Challenge Rating: 1/8 ( 25 XP)

Ethereal Sight. The hauntling can see 60 feet into the Ethereal Plane when they are on the Material Plane, and vice versa.   Incorporeal Movement. The hauntling can move through other creatures and objects as if they were dicult terrain. The hauntling takes 1 force damage if they end their turn inside an object.

Actions

Etherealness. The hauntling enters the Ethereal Plane from the Material Plane, or vice versa. They are visible on the Material Plane while they are in the Border Ethereal, and vice versa, yet they can't aect or be aected by anything on the other plane.   Possession (1/Day). The hauntling can attempt possess a beast. If the target has a CR of 0, the hauntling disappears, the target is incapacitated, and it loses control of its body. The hauntling now controls the body. They can't be targeted by any attack, spell or other eect, except eects that turn undead. They retain their alignment, Intelligence, Wisdom, and Charisma scores, and their immunity to being charmed or frightened. They otherwise use the possessed target's statistics, but don't gain access to the target's knowledge or prociencies.   The possession lasts until the body drops to 0 hit points, the hauntling ends it as a bonus action, or the hauntling is turned or forced out by an eect like a dispel evil and good spell. When the possession ends, the hauntling reappears in an unoccupied space within 5 feet of the body. The target is immune to this hauntling's Possession for 24 hours after the possession ends.

Reactions

Veil (3/Day). When an adjacent creature is the target of an attack, the hauntling can use their reaction to quickly hide themself and the target (if they are willing) into the ethereal plane, preventing any damage. They are visible on the Material Plane while they are in the Border Ethereal, yet they can't aect or be aected by anything on the other plane. The hauntling must use their next turn to return them to unoccupied spaces within 10 feet of (or nearest to) the spaces they vanished from.

Lingering Spirits and Hauntlings

Lingering spirits deteriorate over time in various ways. More often than not a lost soul may wither into nothing more than their strongest emotions (anger and sadness are prime choices). If a spirit is lucky, they'll deteriorate more gracefully! Older spirits that grow weaker and smaller, or fragments of a once powerful spirit, become hauntlings. A hauntling is typically willing to tether themself to living creatures to get stronger or reclaim the lingering fragments of their soul. As I understand it, they gain a craving for sweets, too!

Created by

That.One.Guy.

Statblock Type

Monster

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