Cryophobia. Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt’s normal immunity to the frightened condition.
Fire Absorption. Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.
Incorporeal Movement. The chill 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.
Shivering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.
Description
This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground.
Forlorn Spirits. Chill haunts arise from the corpses of
humanoids that froze to death. While most chill haunts derive
from those who died alone in the cold, stories tell of entire
families or villages returning as chill haunts. Because of the
intensity of their demise, chill haunts dread cold and flee when
targeted by cold magic.
Hungry for Body Heat. The chill haunt’s disdain for
cold leads it to seek out warm buildings or open fires. While
ambient heat or direct contact with fire diminishes its shivering
and restores wounds it has received in combat, it craves heat
from living creatures. Contact with the chill haunt sets off a
deepening freeze in the victim, which is hard to reverse without
the application of fire. The haunt comes into contact with living
creatures to remember the feeling of warmth, and it does not
care about the side effects of its touch. After it has drained the
warmth from one creature, it immediately moves on to the next,
ever-hungry.
Restless Undead. Destroying a chill haunt is only a
temporary solution to the undead creature’s depredations.
Similar to a ghost, a destroyed chill haunt returns to unlife 24
hours after its demise, attaining eternal rest only after being
slain under a specific set of circumstances. For most chill haunts,
the surest way to eternal rest is by coaxing the haunt to a warm
building where it can sit by a hearth and nestle in blankets or
furs. Though physical objects normally pass through the spectral
creature, such conditions allow the coverings to conform to the
shape of the haunt’s former body. Moments later, the haunt lets
out a contented sigh and winks out of existence.
Undead Nature. A chill haunt doesn’t require air, food, drink, or sleep.
Previous Versions
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