Catacomb Haunt

Medium undead, neutral evil

Armor Class 13
Hit Points 65 (10d8 + 20)
Speed 20 ft., fly 40 ft. (hover)

5 (–3) 16 (+3) 14 (+2) 7 (–2) 14 (+2) 12 (+1)

Skills Perception +4, Stealth +5
Damage Vulnerabilities see Elemental Weakness
Damage Immunities poison
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2


  • Elemental Weakness. The catacomb haunt has vulnerability to one damage type from among (roll 1d10) 1–2 acid, 3–4 cold, 5–6 fire, 7–8 lightning, or 9–10 thunder. A creature can take an action to study a haunt, gaining a clue to its vulnerability with a successful DC 15 Intelligence (Investigation) or Wisdom (Perception) check. If the haunt takes damage it has vulnerability to, it loses its damage resistances, condition immunities other than to poisoned, its Incorporeal Movement trait, and its fly speed for 1 minute. The haunt ends this effect on itself early with a successful DC 13 Constitution saving throw, which it can make at the end of each of its turns.
  • Escape. The catacomb haunt can use a bonus action to take the Disengage action.
  • Incorporeal Movement. The catacomb haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Sneak Attack (1/Turn). The catacomb haunt deals an extra 17 (5d6) necrotic damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the haunt that isn’t incapacitated and the haunt doesn’t have disadvantage on the attack roll.


  • Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage.


Necropolis Guardians. Many creatures and cultures revere the dead. Those with the ambition and the knowhow even build catacombs or necropolises to house the bones of those who have passed before. Many of those dead rest peacefully, but the spirits of some remain behind to keep the living out. Among these undead are catacomb haunts.

Incorporeal Skirmishers. Catacomb haunts prefer the tight, cramped quarters of a necropolis, where winding passages can disorient intruders. The haunts have no such disadvantage. They pop through walls to attack before retreating the way they came.

Elemental Weakness. A catacomb haunt has a weakness to one element, often based on the region in which it dwells or the nature of its death. Something about a haunt reveals this weakness, such as tiny sparks in its form for fire or a subtle crackling mist for cold. This element can be exploited to force the haunt to become corporeal temporarily. Haunts who lurk in the same catacombs often share a weakness.

  • DC 15 Intelligence (Religion): This creature is a restless spirit called a catacomb haunt. It should have one weakness to a specific element among acid, cold, fire, lightning, or thunder. Exploiting this weakness turns the spirit corporeal temporarily.
  • DC 20 Intelligence (Arcana): One can learn a catacomb haunt’s weakness by looking for clues in its shadowy form.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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