>[!columns|flex no-t]
>> [!blank|left clean sban static t-w]
>> >[!info|no-i bg-c-black] ### Samara, Chain Haunt
>>
>> *Medium Undead, Chaotic Evil*
>> ![[hDash.svg|left clean sban static]]
>> **AC** 16 **Initiative** +4 (14)
>> **HP** 67 (15d8)
>> **Speed** 30 ft.
>>
>> | | | M | S | | | M | S |
>> | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
>> | S | 14 | +2 | +2 | I | 9 | -1 | -1 |
>> | D | 18 | +4 | +4 | W | 14 | +2 | +2 |
>> | C | 10 | +0 | +0 | C | 18 | +4 | +4 |
>> **Saving Throws** WIS +5, CHA +7
>> **Skills** Perception +5, Stealth +7
>> **Damage Resistances** Bludgeoning, Piercing, and Slashing from nonmagical attacks
>> **Damage Immunities** Poison
>> **Condition Immunities** Charmed, Exhaustion, Frightened, Poisoned
>> **Senses** Darkvision 60 ft., Passive Perception 15
>> **Languages** Common
>> **CR** 5 (XP 1,800; PB +3)
>> ![[hDash.svg|left clean sban static]]
>> %%#creature%%
>>#### Traits
>>***Letter Chain Link.*** A creature cursed by the Chain Haunt takes an extra 3 (1d6) necrotic damage whenever it is hit by one of the Chain Haunt's attacks. The Chain Haunt always knows the location and the most direct route to a creature cursed by it.
>>
>>***Magic Resistance.*** The Chain Haunt has advantage on saving throws against spells and other magical effects.
>>
>>***Shadow Stealth.*** While in dim light or darkness, the Chain Haunt can take the Hide action as a bonus action.
>>
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>> [!blank|no-t]
>>#### Actions
>>***Multiattack.*** The Chain Haunt makes two attacks with its barbed wire.
>>
>>***Barbed Wire.*** *Melee Weapon Attack:* +7 to hit, reach 15 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns.
>>
>>#### Bonus Actions
>>***Recoil.*** A barbed wire that is destroyed or isn't grappling a creature retracts to the ground and resurfaces within 25 ft. of the Chain Haunt.
>>
>>***Shadow Step.*** The Chain Haunt magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see.
>>
>>#### Reactions
>>***Barbs.*** A creature that touches the Chain Haunt or hits it with an attack while within 5 feet of it or of any of the barbed wires takes 3 (1d6) piercing damage.
>>
>>#### Legendary Actions
>>The Chain 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.
>>
>>***Meet the Barbed Wire.*** Coils of Barbed Wire pierce through the ground in 3 locations 25 ft. away from the Chain Haunt. They can be used during a multiattack.
>>
>>***Into the Ditch.*** Every creature within 10 feet of the Chain Haunt or any barbed wire must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 7 (2d6) slashing damage and is knocked prone.
>>
>>***Bleed to Death.*** Each barbed wire grappling a creature squeezes it, dealing 3 (1d6) piercing damage.