Relentless Haunt

Medium undead, any alignment

Armor Class 15
Hit Points 121 (22d8 + 22)
Speed 0 ft., fly 40 ft.

8 (-1) 21 (+5) 12 (+1) 12 (+1) 15 (+2) 20 (+5)

Saving Throws Con +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 12 (8,400 XP)

Special Traits

  • Ethereal Sight. The haunt can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Incorporeal Movement. The 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.


  • Multiattack. The haunt can use its Horrifying Visage. It then attacks with its Blood-Chilling Touch. Alternatively, the haunt can make two Fling Object attacks.
  • Blood-Chilling Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) necrotic damage.
  • Fling Object (Requires Possessed Object). Ranged Weapon Attack: +9 to hit, range 50 ft. (measured from the object’s space), one target. Hit: 13 (2d8 + 5) damage if the object is Medium, 11 (2d6 + 5) damage if the object is Small, or 7 (1d4 + 5) damage if the object is Tiny. The damage type depends on the shape of the object. If the object has sharp points, it deals piercing damage, if it has a cutting edge, it deals slashing damage, otherwise the object deals bludgeoning damage. Weapons and pieces of ammunition always deal the type of damage that they would deal when wielded normally. A flung object is no longer possessed.
  • Etherealness. The haunt enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect, or be affected by, anything on the other plane.
  • Horrifying Visage. Creatures within 60 feet of the haunt, other than undead, that can see it must succeed on a DC 17 Wisdom saving throw, or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful, or the effect ends for it, the target is immune to this haunt’s Horrifying Visage for the next 24 hours.
  • Object Possession. The haunt possesses up to six Medium or smaller objects of its choice, that are in the Material Plane, within 60 feet of it that are not being worn or carried. Each object remains possessed until the haunt relinquishes possession of it, leaves the Material Plane, or the object is more than 60 feet away from the haunt. The haunt can independently move each possessed object up to 40 feet in any direction immediately after using this ability, or as an action on subsequent turns. While possessed, objects can be suspended in the air. Additionally, after possessing objects, the haunt can choose to make one Fling Object attack as a bonus action. The haunt can never possess more than 6 objects at once. If the haunt uses this ability again, while possessing objects, it must choose any number of objects to relinquish in order to be able to possess any others.
  • Possession (Recharge 6). One humanoid, that the haunt can see within 5 feet of it, must succeed on a DC 17 Charisma saving throw, or be possessed by the haunt; the haunt then disappears, and the target is incapacitated and loses control of its body. The haunt now controls the body, but the target is still aware of its surroundings. The haunt can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points or takes an amount of radiant damage from a single hit equal to the haunt’s current hit points. The possession also ends if the haunt is turned, or forced out, by a dispel evil and good spell or similar effect, or the haunt ends the effect as a bonus action. When the possession ends, the haunt reappears in an unoccupied space within 5 feet of the possessed creature. The target is immune to this haunt’s Possession for 24 hours after succeeding on the saving throw, or after the possession ends.

Legendary Actions The haunt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The haunt regains spent legendary actions at the start of its turn.

  • Reconstitute. The haunt rolls again to recharge its Possession ability.
  • Fling. The ghost makes one Fling Object attack.
  • Deathly Strafe (Costs 2 Actions). The haunt moves up to half its flying speed. If it passes through another creature’s space, it can make an attack with its Blood-Chilling Touch against the first hostile creature it passes through.
  • Possess (Costs 3 Actions). The haunt uses its Possession ability. It can only use this legendary action if use of its Possession ability is available.
Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.