Hauntling
| Statistic | Value |
|---|---|
| Size/Type | Medium Undead |
| Hit Dice | 4d8 (18 hp) |
| Initiative | +1 |
| Speed | 30 ft. (6 squares) |
| Armor Class | 15 (+1 Dex, +3 studded leather armor, +1 light shield), touch 12, flat-footed 14 |
| Base Attack/Grapple | +2/+3 |
| Attack | Masterwork shortsword +4 melee (1d6+1), or touch +2 melee (spirit disruption) |
| Full Attack | Masterwork shortsword +4 melee (1d6+1), or touch +2 melee (spirit disruption) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spirit disruption |
| Special Qualities | Damage reduction 5/slashing, regeneration 4, darkvision 60 ft., +2 turn resistance, undead traits |
| Saves | Fort +1, Ref +2, Will +1 |
| Abilities | Str 13, Dex 12, Con ―, Int 7, Wis 10, Cha 13 |
| Skills | Climb +5, Jump +2, Listen +4, Spot +4 |
| Feats | Cleave, Power Attack |
| Environment | Any |
| Organization | Solitary |
| Treasure | Half standard |
| Challenge Rating | 4 |
| Alignment | Usually chaotic evil |
| Advancement | By character class |
| Level Adjustment | ― |
Description
The ghastly visage of a risen corpse appears before you, its pale, rotting form surrounded by a faintly-glowing, sickly-green nimbus. The empty eye sockets almost seem to glare with utter malice.
These eerie spirits are formed from the corporeal remains of a corpse and the lingering presence of its spirit. They are sometimes called "White Zombies" due to the pallor of their flesh. A hauntling is usually formed from a humanoid creature that was under the influence of a geas or quest spell. It must be slain by an undead, or through some form of negative energy, then become completely drained of blood. Hauntlings appear as partly-rotted corpses with pale white flesh, surrounded by an aura of sickly-green hue.
The incorporeal spirit of the dead creature lingers in the corpse, providing it an animating energy until its purpose is fulfilled. Some evil necromancers, knowing this property of spirits, have created hauntlings using magical rituals involving the requisite spells and blood-draining ceremonies. However this effect is not always reliable, and it depends a great deal on the psyche of the chosen victim. (Victims that fail a Will save at DC 19 become a hauntling; otherwise they immediately die.)
A hauntling retains some of the memories and many of the skills it possessed at the time it died. It behavior is more maniacal, however, and most will resort to whatever means necessary to fulfill its original quest.
Combat
A hauntling knows no fear, and will be unrelenting in any fight against an opponent that stands in its way. It will, however, generally ignore any creature or obstacle that does not prevent it from fulfilling its primary urge. Besides these differences, a hauntling will fight much as it would have while alive. It is often equipped with at least some of the equipment and implements it used prior to death.
Spirit Disruption (Su): Merely touching or being touched by a hauntling will cause a disruption of an opponent's life spirit. The creature must succeed on a DC 13 Will save or be dealt 1d6 points of Constitution damage. The save DC is Charisma-based.
Regeneration (Su): Positive energy and holy water do normal damage to a hauntling. If a hauntling loses a part of its body, the creature can reattach the severed member instantly by holding it to the stump.