Haint

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Haint (CR 3)

Pure Evil - Medium - Undead
Lore: Know (Religion)
6 21
Basic DC Full DC
Initiative
Initiative Icon 2.png
5
Perception:
15 +5
Passive Active
Ambush:
8+
on a d20
  • Ambush Notes: Haints are incorporeal and hard to sense, and will use that to their advantage, setting ambushes with diabiloical, inhuman, patience. After all, they can wait forever for their chance....

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
18
Man Def
Shield Icon 3.png
17
Monster Health
51 25 4
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +0
Refl: +6
Will: +0

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+5
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Haint Gnaw +9 vs. AC (always hits on a 17+ on the die) (1d10/x2)
    as Cold (energy, common)
    plus Soul Bite

Full Attack (Melee):

  • 1x Haint Gnaw +9 vs. AC (always hits on a 17+ on the die) (1d10/x2)
    as Cold (energy, common)
    plus Soul Bite
  • 2x Haint Claw +9 vs. AC (always hits on a 17+ on the die) (1d4/x2)
    as Cold (energy, common)

Standard Attack (Ranged):

  • 1x Haint Gaze +6 (1d10+2/x2)
    as Cold (energy, common)
    (Increment: 20 ft.; Max Range: 60 ft.)
    plus Soul Bite

Full Attack (Ranged):

  • 3x Haint Gaze +6 (1d10+2/x2)
    as Cold (energy, common)
    (Increment: 20 ft.; Max Range: 60 ft.)
    plus Soul Bite

Siege Damage: Not siege capable

Statistics

4
STR
14
DEX
CON
8
INT
8
WIS
6
CHA

Skills:

Languages: Common

Feats:

Special Abilities

Haintly (Su) Always On

Haints are wispy remnants of a living creature, and as a result, they are always considered to be under the effect of the Nebulous condition. This means they only take half damage from all attacks except those with Ghost Touch and similar effects, cannot perform Combat Manuevers, and similar effects of being no more substantial than a wisp of smoke.

Soul Bite (Su) Automatic after successful attack.

Up to once per round, a Haint may inflict Essence Suppression upon a single target they have successfully attacked. All abilities lost due to Essence Suppression are recovered at the end of combat...if the victim wins.

Haint

Haint

Ghosts and ghoulies, haints and haunts, things that go 'bump' in the night....

All of those superstitious terrors are based upon the very real, and very terrible, threat of the haint. Haints are ghosts, echoes, spirits, the leftover remains of a sentient creature that died with fear writ heavy upon its essence. Civilized or monster, powerful or wee, any creature that can know fear, experience regret for the ending of its existence, which appreciates the simple pleasure of existence versus the black nothing of oblivion, or far worse, the ministrations of a Hell....

All of those things can leave a haint. Or worse things.

Haints are lesser ghosts, tied to a place, slow to move, and unable to roam or change. Surprisingly, this doesn't make them really any better.

A place where haints dwell is just as 'haunted' as where there are ghosts, or banshee's, or poltergeists. Only the insanely brave...or foolish...venture against these awful, pitiful, things.

Ending a haint is a blessing, both for the world, and for the haint. It requires a special courage to move forth there.

Combat Tactics

Haints are weak ghosts, and as such, they are tightly bound to their place of creation. This means they are slow to move, and cannot pass over any threshold (ie, go through doors). They are not mindless, and will often set ambushes at the entrances into 'their' places, and even if victims flee past doors that the cannot pass, their terrible Haint Gaze can punish those who would lay them to rest.

Honestly, many Haints secretly crave the end of their terrible existence, and will use less than perfect tactics...except for laying down their awful Soul Bite. They cannot resist the flavor of living souls, and will always seek to inflict as much Essense Suppression as they can.

Needless to say, Haints, although not mindless, will never retreat of ask for quarter. Killing them is a mercy.

Out of Combat

Haints are bound to the place of their greatest suffering, and can be found in many places, dungeons, wilderness, caves and ruins, in places both wild and civil. In practice, haints can be found almost anywhere, even within the confines of a chest or storeroom, and as such, are a frequent menace faced by all adventurous sorts everywhere.

Rewards

XP: 800

Treasure: Sellable Goods worth 813 gp.

Weight: 30 lbs.     Volume: 1.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)