Haunt, Wall
| Statistic | Value |
|---|---|
| Climate/Terrain | Buildings, astral plane |
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Continious |
| Diet | Carnivore |
| Intelligence | High (13-14) |
| Treasure | H |
| Alignment | Neutral evil |
| No. of Appearing | 1 (see below) |
| Armor Class | -5 (see below) |
| Move | 24 |
| Hit Dice | 7 |
| THAC0 | 15 |
| No. of Attacks | 1 |
| Damage/Attack | 1d6 |
| Special Attacks | Paralyzation, fear, life drain |
| Special Defenses | Immune to normal weapons |
| Magic Resistance | 50% |
| Size | Variable |
| Moral | Fanatic (17-18) |
| XP Value | 5,000 |
Description
Wall Haunts are malevolent beings of the astral plane. In their natural form, wall haunts are smokey white blobs of amorphous quasi-matter.
They haunt the walls, ceilings and floors of man-made structures, phasing into them and moving throuout the structure at will. From this vantage point, they can feed off of and otherwise torment beings in the prime material plane.
Combat
Wall Haunts attack by creating a pseudopod from a wall or ceiling and lashing at a victim. This pseudopod can be up to 10 feet in length. Items in a room can also be animated in this way.
Victims struck by a pseudopod must save vs paralyzation or be unable to move for 2d4 rounds. The haunt will then either drain the victim's life energy on the spot (1 hit die/roundd) or draw the victim through the wall or ceiling into the astral plane to be devoured at its leisure. The haunt cannot drain levels unless the save vs paralyzation has been failed. A common wall haunt tactic is to seize victims while they are sleeping, and helpless. Any creature drained by a wall haunt is irrevocably slain. Creatures seeing a wall haunt in action must save vs spells or flee in terror.
Wall haunts have limited telepathy, and can communicate with inhabitents of the building (usually to terrorize them). They also have telekinesis, and can produce a ide variety of acoustic and physical effects. When it matters, their telekinesis is the equivalent of strength 12.
Detecting wall haunts is difficult. The area will have a slight but noticable patina of evil, and unexplained moist or cold spots may tend to appear in dark corners of the building. Wall haunts can only be directly attacked on the astral plane, or by weapons whose effects extend into that plane. There they have an effective AC of -5.
Habitat
These creatures haunt occupied buildings and caverns. The number of haunts a building will have varies with the number of people it can support. As a rule of thumb, there is rarely more than one haunt per 10 people. Wall haunts are solitary creatures with no known culture.
Ecology
Wall haunts feed of the life forces of the living, but they are not really undead. They attach themselves to a building, and parasitize those within. It takes 24 hours for a wall haunt to leave a building; burning it down will utterly destroy the haunt.