b'Horde Haunt \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  15  Hit Points  10d8+10\n'b' STATS STR: 9 (0) DEX:  14 (+2)  CON:  13 (+1)  INT:  8 (-1)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  11  Languages  those native to the gods of the armies  Challenge  5 \n'b' Special Traits \n'b'   Blink (3/day) . In lieu of its movement, a haunt may  teleport  to any point it can see within 120\xe2\x80\xb2. \n'b'  Undead Nature . The haunt doesn\xe2\x80\x99t require air, water, food, or sleep. \n'b'  Aura of Fear . Any living creature that begins its turn or moves within 30 feet of the haunt must make a successful DC 10  Wisdom  saving throw or be  paralyzed  with  fear . A creature may end the paralysis with a successful DC 10  Wisdom  saving throw at the end of their turn. The haunt is unable to  attack  creatures  paralyzed  with  fear . \n'b'  Actions \n'b'   Claws .  Melee Weapon Attack : +5 to hit, 5 ft., one target.  Hit : 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 10  Constitution  saving throw or be aged 1 year and receive a level of  exhaustion . \n'b'  Ethereal Swallow (Recharge 5-6) .  Melee Weapon Attack : +5 to hit, 5 ft., one target.  Hit : Half of remaining  hp  plus the target is ejected into the ethereal plane or a plane appropriate to its army\xe2\x80\x99s pantheon. \n'b'  The horde haunt rises from slain dark armies left on the battlefield, the culmination of the hate that fueled the wicked creatures in life. The haunt searches for souls of the living to draw through itself and into the dark realms of the wicked gods that drove the armies from which it was created.'