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Horde Haunt

Medium undead, chaotic evil

Armor Class 15
Hit Points 10d8+10

9 (0) 14 (+2) 13 (+1) 8 (-1) 12 (+1) 7 (-2)

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, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages those native to the gods of the armies
Challenge 5

Special Traits

  • Blink (3/day). In lieu of its movement, a haunt may teleport to any point it can see within 120′.
  • Undead Nature. The haunt doesn’t require air, water, food, or sleep.
  • Aura of Fear. Any living creature that begins its turn or moves within 30 feet of the haunt must make a successful DC 10 Wisdom saving throw or be paralyzed with fear. A creature may end the paralysis with a successful DC 10 Wisdom saving throw at the end of their turn. The haunt is unable to attack creatures paralyzed with fear.


  • Claws. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be aged 1 year and receive a level of exhaustion.
  • Ethereal Swallow (Recharge 5-6). Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: Half of remaining hp plus the target is ejected into the ethereal plane or a plane appropriate to its army’s pantheon.

The horde haunt rises from slain dark armies left on the battlefield, the culmination of the hate that fueled the wicked creatures in life. The haunt searches for souls of the living to draw through itself and into the dark realms of the wicked gods that drove the armies from which it was created.

Section 15: Copyright Notice

Maximum HP #004 Magazine Ian Mcgarty – First edit and 5E conversions