FREQUENCY:
Very rare ([Cold Civilized Mountains], [Cold Civilized Swamp]), ([Cold
Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Very rare ([Temperate
Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Very rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY: Very rare ([Tropical
Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY: Very
rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
FREQUENCY: Very rare ([Dungeon
Level V])
NO. APPEARING: 1
ARMOR CLASS: 0 <sw,
mw: 0> / victim's AC
MOVE: 6" / as possessed victim
HIT DICE: 5 / victim's hp
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1/1, as 5
HD monster ~ 15
DAMAGE/ATTACK: See below
/ by weapon
SPECIAL ATTACKS: Possession
SPECIAL DEFENSES: See below
/ none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Any
SIZE: M
LEVEL/X.P. VALUE: IV | 165
+ 4
SAVES, HAUNT:
SAVES, THE POSSESSED:
<is that right?>
(Note:
Where stats are separated by a /slash, those to the left,
refer
to the haunt in its natural state, those to the right are for the haunt
when within
a possessed victim.)
A haunt is the restless spirit
of a person who died leaving a vital task unfinished. <or soul>
<see spirit, OA> <see spirit, DDG>
A haunt inhabits an AREA
within 6" of the site where it died.
The haunt's sole purpose
is to possess a living body &&
USE it to
complete the task, thus gaining
a final release.
Haunts can assume either of
2 forms, at will:
* a hovering,
luminescenct ball of {light} (identical
in appearance to a will-o-wisp) ||
* a nebulous,
transluscent image of the haunt's former body.
Haunts are similar in appearance
to a groaning spirit, spectre, or ghost,
for which they are often mistaken.
The haunt will USE the possessed
body to complete its unfulfilled task,
which need nor necessarily
be dangerous. Once the task is completed,
the haunt will pass on to
its final REST, and the victim will regain control
of its body. When the haunt
leaves a victim the character will have a
Dex
of 3. Lost Dex may be regain at a rate of 1 point for each <alt/lnk>
turn of complete REST. If
a haunt's possessed body is slain, it will haunt
the place where the body
was killed.
If the possessed victim has
an alignment opposite to that of the haunt
(good vs. evil), the haunt
will try to strangle the character. It will fasten
its ghostly hands around
the vitim's neck on a successful to-hit roll. The
victim will then take 1 point
of damage the first round, 2 the second, 4
the third, and so on, doubling
each round, until the victim is dead or the
haunt is driven off.
Haunts may not be turned because
they are linked to the site of their <>
deaths. When in their natural
forms, haunts can only be struck by silver
and magical weapons and by fire. <>
Weapons cause only 1 point
of
damage per round, and magical
fire will do full damage. Whena haunt is
reduced to zero <0> HP
it will lose control of its
ectoplasm
&& fade away.
The haunt will reform in
1 week to haunt its location again until its
task is completed. Exorcism
will destroy a haunt forever.
Any attacks on a possessed
characater will do full damage to the character.
The only safe ways to free
a possessed character are an exorcism or a [hold
person] spell.
When a [hold
person] is used, the haunt must save vs. Paralyzation or it will be
expelled from the body.
A haunt must remain within
6" of the place where it died until it possesses a body.
The best defense against
a haunt is to leave the AREA it inhabits.
<by
Harold Johnson and/or Tom Moldvay>
<research: Benin-->Haiti-->N'Oleans>
<rcs>