Fright of Morbid Haunts

Large swarm of Medium aberrations, unaligned

Armor Class 15 (natural armor)
Hit Points 136 (21d10 + 21)
Speed 30 ft., fly 10 ft.

20 (+5) 14 (+2) 13 (+1) 16 (+3) 12 (+1) 9 (-1)

Damage Resistances bludgeoning, piercing, slashing
Damage Immunities radiant
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., passive Perception 11
Challenge 8 (3,900 XP)
Proficiency Bonus +3


  • Alien Reveal. When the fright’s true nature is revealed, each creature within 60 feet of the fright that sees it and isn’t construct or undead must make a DC 14 Charisma saving throw. On a failed save, the creature is poisoned with mind-staggering visions of the Distant Realm for 24 hours. On a successful save, the creature is immune to the effects of Alien Reveal for 1 week. A creature can repeat the save at the end of each of its turns.
  • Apparitional Visage. The fright is indistinguishable from Undead creatures like ghosts or specters. It counts as an undead for the purpose of features like the paladin‘s Divine Sense. A creature that is within 30 feet of the fright can use its action to make a DC 14 Intelligence (Investigation or Religion) check to learn the fright’s true nature.
  • Radiant Absorption. Whenever the fright is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
  • Swarm. The fright can occupy another creature’s space and vice versa, and the fright can move through any opening large enough for a Medium morbid haunt. The fright can’t regain hit points or gain temporary hit points except from its Radiant Absorption trait.


  • Multiattack. The fright makes two Ravage attacks and a Soul Swallow attack.
  • Ravage. Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the fright’s space. Hit: 14 (2d8 + 5) slashing damage, or 9 (1d8 + 5) slashing damage if the fright has half of its hit points or fewer.
  • Soul Swallow. The fright attempts to extract a fragment of the soul of a creature within 5 feet of it. The target must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, the creature instantly dies and can’t be resurrected with means other than the wish spell.
  • Grave Wail (Recharge 5-6). The fright emits a horrid wail. Each creature within 30 feet of the fright that can hear it must succeed on a DC 14 Wisdom saving throw or take 27 (6d8) psychic damage and become stunned until the start of the fright’s next turn. On a successful save, a creature takes half as much damage and is not stunned.


  • Divine Gluttony. When a creature within 30 feet of the fright regains hit points, it must make a DC 14 Charisma saving throw. On a failed save, the creature doesn’t regain hit points. The fright’s next melee attack deals an additional 9 (2d8) radiant damage.
Section 15: Copyright Notice

Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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