Bottle Trap. A haint that enters the space of an upright, empty bottle must succeed on a DC 16 Charisma saving throw or be drawn into the bottle, and a cork or stopper appears to close the bottle. The trapped haint can see and hear through the bottle out to 10 feet, and any creature in that range can hear the haint. The haint is released if the bottle breaks or another creature opens it.
Incorporeal Movement. The haint 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 a solid object.
Draining Regret. Melee Attack Roll: +4, reach 5 ft. Hit: 10 (3d6) Psychic damage, and the target gains 1 Exhaustion level. This can’t raise the target’s Exhaustion level above 5, and all Exhaustion levels gained from this action end when the target finishes a Short or Long Rest, or if it receives a Lesser Restoration spell or similar magic.
Phantom Dread.
Recharge: 4–6
As a bonus action, the haint targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be overwhelmed with a vivid hallucination of their worst fear, conjured from deep within their mind.
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On a failed save, the creature:
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Falls prone in terror.
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Is frightened until the end of its next turn.
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Can’t take reactions until the start of its next turn.
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On a successful save, the target resists the vision but still feels a chill
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The hallucination is personal and invasive—a burning home, a parent's disapproval, a coffin closing, a swarm of spiders. Whatever haunts them most.
Attack of Opportunity. You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Wayward Haints are restless spirits stuck between the realms of the living and the dead. Be it a curse or an unresolved conflict from their previous life, a haint can’t rest until their unfinished business is resolved. Haints only show hints of who they were in life, taking on a more symbolic form related to the hurt or loss they can’t let go of. They tend to repeat their monotonous actions—often imitating those performed in life or reenacting their sorrow—over and over for eternity. When provoked, they can display a volatile temper and lash out with a crushing wave of the grief and indecision that binds their spirit.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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