b'Catacomb Haunt \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  13  Hit Points  65 (10d8 + 20)  Speed  20 ft., fly 40 ft. (hover)\n'b' STATS STR: 5 (\xe2\x80\x933) DEX:  16 (+3)  CON:  14 (+2)  INT:  7 (\xe2\x80\x932)  WIS:  14 (+2)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Stealth  +5  Damage Vulnerabilities  see Elemental Weakness  Damage Immunities  poison  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  14  Languages  the languages it knew in life  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Elemental Weakness . The catacomb haunt has  vulnerability  to one damage type from among (roll 1d10) 1\xe2\x80\x932 acid, 3\xe2\x80\x934 cold, 5\xe2\x80\x936 fire, 7\xe2\x80\x938 lightning, or 9\xe2\x80\x9310 thunder. A creature can take an action to study a haunt, gaining a clue to its  vulnerability  with a successful DC 15  Intelligence  ( Investigation ) or  Wisdom  ( Perception ) check. If the haunt takes damage it has  vulnerability  to, it loses its damage resistances, condition immunities other than to  poisoned , its Incorporeal Movement trait, and its fly speed for 1 minute. The haunt ends this effect on itself early with a successful DC 13  Constitution  saving throw, which it can make at the end of each of its turns. \n'b'  Escape . The catacomb haunt can use a bonus action to take the  Disengage  action. \n'b'  Incorporeal Movement . The catacomb 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. \n'b'  Sneak Attack (1/Turn) . The catacomb haunt deals an extra 17 (5d6) necrotic damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the haunt that isn\xe2\x80\x99t  incapacitated  and the haunt doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'\n'b' ACTIONS \n'b'\n'b'  Touch .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 13 (3d6 + 3) necrotic damage. \n'b'\n'b' ABOUT \n'b'  Necropolis Guardians . Many creatures and cultures revere the dead. Those with the ambition and the knowhow even build catacombs or necropolises to house the bones of those who have passed before. Many of those dead rest peacefully, but the spirits of some remain behind to keep the living out. Among these undead are catacomb haunts. \n'b'  Incorporeal Skirmishers . Catacomb haunts prefer the tight, cramped quarters of a necropolis, where winding passages can disorient intruders. The haunts have no such disadvantage. They pop through walls to attack before retreating the way they came. \n'b'  Elemental Weakness . A catacomb haunt has a weakness to one element, often based on the region in which it dwells or the nature of its death. Something about a haunt reveals this weakness, such as tiny sparks in its form for fire or a subtle crackling mist for cold. This element can be exploited to force the haunt to become corporeal temporarily. Haunts who lurk in the same catacombs often share a weakness. \n'b'\n'b'  DC 15  Intelligence  ( Religion ) : This creature is a restless spirit called a catacomb haunt. It should have one weakness to a specific element among acid, cold, fire, lightning, or thunder. Exploiting this weakness turns the spirit corporeal temporarily. \n'b'  DC 20  Intelligence  ( Arcana ) : One can learn a catacomb haunt\xe2\x80\x99s weakness by looking for clues in its shadowy form.'