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Documentation Area
Document Path: /doc/monsters/haunt
Name:
Haunt (Undead Creature)
Stats:
No. Appearing : 1
Climate/Terrain: Any
Frequency : Very rare
Organization : Individual
Activity Cycle : Any
Diet : Nil
Description:
A hount is the restless spirit of a person who died leaving some vital
task unfinished. Its sole purpose is to take over a living body and use
it to complete the task, thus gaining a final release from this world.
Haunts may assume either of two forms, at will: a hovering luminescent
ball of light (identical in appearance to a will-o-wisp) or a nebulous,
translucent image of the haunt's former body. In the later state,
haunts look like groaning spirits, spectres, or ghosts, and are often
mistaken for them. Transformation from one state to the other takes one
round.
Combat:
A haunt must remain within 60 yards of where it died, unless, it takes
control of a victim's body. This 60-yard radius is called the haunt's
domain. A haunt attacks mindlessly, and always targets the first human
or demihuman that enters its domain. It will continue to attack until
possession is achieved or the intended victim leaves the haunt's
domain.
The touch of a haunt drains 2 points of dexterity per hit. As the char-
acter's dexterity is drained, he suffers not only the penalties of lo-
wered dexterity, but increasing numbness creeps over his body. If dex-
terity reaches 0, the haunt slips into the body and possesses it. Once
the body is possessed, dexterity returns to normal.
The haunt uses the host's body to complete its unfulfilled task. The
task need not be dangerous, although it often is. Once the task is com-
pleted, the haunt passes on to its final rest and the victim regains
control of his body. When the haunt leaves a victim, the character has
a dexterity of 3. Lost dexterity points are regenerated at the rate of
1 point for each turn of complete rest. If a haunt's possessed body is
slain, it will haunt the place where that body was killed.
If the victim has an alignment opposite to that of the haunt (good vs.
evil), the haunt will try to strangle the victim using the victim's
own hands. Unless the victim's arms are being restrained, the strangu-
lation begins the round after the haunt takes control of the body. On
the first round, the victim suffers 1 point of damage, on the second 2,
on the third 4, and so on, doubling each round until the victim is dead
or the haunt is driven off.
Attacks on a possessed character will cause full damage to the char-
acter's body. If attacked, the haunt will use whatever weapons and ar-
mour the victim carries, but it cannot use any items that would require
special knowledge (spells, scrolls, rings). The only safe way to free
the victim is by casting hold person or dispel evil (good). If hold
person is cast, the haunt must make a successful saving throw vs. para-
lyzation or be ejected from the body; dispel evil (good) destroys the
haunt forever.
Haunts are linked to the sites where they died and therefore cannot be
turned by priests. When in the natural state (i.e., not possessing a
body), haunts may be struck only by silver or magical weapons, or by
fire. Weapons cause only 1 point of damage, plus the magical bonus (if
any). Normal fire causes 1 point of damage per round, but magical fire
inflicts full damage. If a haunt is reduced to 10 hit points, it loses
control of its form and fades away. The haunt reforms in one week to
haunt the same location again until its task is completed.
Habitat/Society:
The exact task to be accomplished varies, but the motives are always
powerful - revenge, greed, love, hate. Often great distances need to
be travelled before a task can be completed, and haunts will drive
their hosts mercilessly toward the goal, ignoring the need for food or
sleep.
A few haunts (10%) retain some knowledge of their former lives and can
be communicated with. Often these haunts feel remorse at having to prey
upon the living, but the force of the uncompleted task is too powerful
for the haunt to resist.
Ecology:
Haunts cling to this world by force of will alone. They have no trea-
sure of their own unless it is connected to their quest. They prey only
on humans and demihumans.
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