A haunt is an undead creature created at the same time as a haunting. The event requires the death of a living creature, whose soul becomes the haunt. The haunt isn’t necessarily violent. It bears an emotion from a psychic impression. A haunt is usually formed from despair, grief, or hatred, but terror and joy haunts aren’t unusual. A haunt spawned from love or jovialness is exceptionally rare. When a haunt is encountered, it will already possess an object or a structure and have set up a spiritwell and connected spiritfonts.
Unresolved Issues. A haunt exists because of some attachment that remains in the world which denies the haunt rest. It may seek justice for a passed transgression or simply wants to know the whereabouts of someone or something it cherished in life. Resolving the issue of the haunt’s past will allow it to finally rest.
Mischievous Ghost. Normally, a haunt isn’t violent to an unknown creature, but its haunting is frequently awake, and could pose a threat to the living. A haunt will use its controlled spiritfonts to either drive away creatures from its abode or to amuse itself.
Deadly When Angered. A haunt will drop its playful demeanor in an instant when a living creature takes some action that sets it off. This could be picking up some object or attempting to enter a certain room. Once angered, a haunt will try and slaughter any living creature within its haunting, only resting its efforts when no living creature remains in the vicinity of the haunting.
Mobile Shade. A haunt usually possesses an object, such as a locket or a statue. If the object is moved, the haunt and its haunting will move with it. A haunt is reluctant to haunt a new object or location, preferring to retain one connected to its original creation.
Medium Undead (Spirit), Neutral Evil
Armor Class 12
Hit Points 54 (12d8)
Speed 30 ft., fly 30 ft (hover)
Saving Throws Wis +5, Cha +7
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 12
Languages any languages it knew in life
Challenge 6 (2,300 XP) Proficiency Bonus +3
Haunting Presence. While possessing a host, the haunt can create an Intensity 18 spiritfont with range of 50 feet by concentrating for 1 hour. The haunt can create up to 4 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 50 feet of another one.
Living Impression. The haunt is the point of origin of a traumatic psychic impression spiritfont with a radius of 10 feet. Its emotion is determined by the haunt’s origin. It is dormant when the haunt’s controlled spiritwell is dormant.
Spirit Boundary. The haunt can’t cross a barrier made from salt, powdered iron, or blessed ash.
Incorporeal Existence. The haunt can move through objects and surfaces as if they were difficult terrain.
Immortal. When a haunt is reduced to 0 hit points, its essence fades away. Within 24 hours the haunt will reform within its spiritwell at full hit points. If its spiritwell is suppressed, the haunt will not reform until the spiritwell is no longer suppressed. If the spiritwell is destroyed, the haunt is destroyed and its soul is trapped in the lower planes.
Multiattack. The haunt makes two necrotic touch attacks.
Necrotic Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage.
Possess (psionic). The haunt’s possession save DC is 15 (Charisma based). It is a Puppeteer that can possess an object within 5 feet of it. When the haunt possesses a target, its body assumes a spiritual form and is subsumed by its host.