>[!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. >> > >> [!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.