Runarcana

Part 4 · Monsters & Creatures

Hauntling

Hauntling

CategoryGrunt
CR1

Undead, Medium

HP12 (3d6+3)
AC11
DR
Proficiency+2
Initiative+1
Attributes
STR: 6-2
DEX: 12+1
CON: 14+2
INT: 4-3
WIS: 5-3
CHA: 9-1
Additional
Senses
Darkvision 60 feet, Passive perception 7
Speed
25 feet walking
Skills
Languages
Ochnun
Experience
Collective12
Individual4

Saving Throws: Constitution +5

Damage vulnerability. Radiant damage and physical damage from weapons coated in or made of silver

Damage resistance. Psychic damage, simple physical damage, and necrotic damage.

Damage immunity. Poison damage.

Immunity to conditions. Bleeding and Exhaustion.

Descycle. Upon being reduced to 0 hit points, the Hauntling must make a Constitution check with a DC equal to 10 or half the damage taken, whichever is higher. This effect doesn't trigger if it's destroyed by a source that interacts directly with the destruction of undead, such as "Liturgy: Destroy Undead" from an Acolyte of the Spiritual Rite.

Empowerment. Whenever any creature is reduced to 0 hit points or dies within 30 feet of the Hauntling, it gains 1 Soul token.

Empower Attack. The Hauntling can spend its Soul points to increase the damage of its attacks by 1 die for every 7 Soul points spent.

Mist Wraith. This undead is native to the Black Mist and is positively affected by it.

Disposable. The Hauntling takes double damage from effects and spells that require saving throws, except Constitution saving throws. If it fails one of these saving throws, the Hauntling takes normal damage, not just half as usual.

Spectral Claws. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 4 (1d6+1) Slashing damage.

Runic Pulse: Agate Pulse (1d4 Slashing damage)