Needle Haltija (5e Creature)

Needle Haltija

Large undead, chaotic neutral


Armor Class 16 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 3 (-4) 14 (+2) 18 (+4)

Saving Throws Intelligence +0
Skills Perception +5
Damage Resistances acid, cold, fire, lightning
Damage Immunities poison, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 60 ft., passive Perception 15
Languages understands Sylvan but cannot speak
Challenge 8 (3,900 XP)


Charge. If the needle haltija moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 8 (2d6 + 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Innate Spellcasting. The needle haltija's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: bane, commune with nature, speak with plants, spike growth
3/day each: tree stride, wall of thorns
1/day: mirage arcane

Magic Resistance. The needle haltija has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The needle haltija makes one attack with its harpoon, uses Reel, and makes a ram attack.

Harpoon. Ranged Weapon Attack: +8 to hit, range 60/90 ft., one target. Hit: 26 (5d8 + 4) piercing damage, and the target is impaled. While impaled, the creature has disadvantage on Strength and Constitution checks, its movement speed halved, and it takes 3 (1d6) damage whenever it moves or takes an action. As an action, it can attempt to remove the harpoon by making on a DC 14 Strength check, taking 8 (2d6 + 1) slashing damage and ending this effect on a success. While a creature is impaled, the needle haltija has advantage on attack rolls against that creature and can't make harpoon attacks.

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage. If the target is impaled by the needle haltija's harpoon, it takes 8 (2d6 + 1) slashing damage, is knocked back 15 feet, falls prone, and is no longer impaled.

Reel. The needle haltija pulls a creature impaled by its harpoon up to 30 feet straight toward it.


A needle haltija is a forest spirit born from the collective power of the ghosts of animals hunted for trophies and is driven by their anger and fear. Its body is made of horns and antlers from every imaginable species, radiating outwards to form a sphere; threaded between and holding them together are rusted metal chains. Extending from either side of its body, as well as the back, are unconnected fragments of bone too small to identify which float and move as a group, forming long, trailing fins and a tail to give the overall creature a visual similarity to a fish. From the front, a spear-like metal rod extends several feet, its tip covered in backwards-facing barbs and dried blood.
Even compared to most vengeful spirits, a needle haltija is a creature of rage and hatred, as it knows the innumerable deaths which lead to its creation were pointless. Regardless of their intent, it identifies any humanoids which attempt to kill animals as hunters and will track them for miles, drawing their death and the death of anybody with them out for as long as it can once it catches up. Capable of twisting terrain around it, prey may find themselves hopelessly lost in an impassable, hostile wilderness as the haltija stalks them. Under the full moon, it swoops and twirls above the trees, running chains against one another to produce a screeching song.


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