Trap Haunt
Medium shadow humanoid (undead)
Level 8 Lurker XP 350
| HP 68; Bloodied 34 | Initiative +12 |
| AC 22, Fortitude 18, Reflex 21, Will 20 | Perception+9 |
| Speed fly 6 (hover); phasing | Darkvision |
| Immune disease, poison; Resist insubstantial | |
Traits
Insubstantial
The haunt takes half damage from all attacks, except those that deal force damage. Whenever the haunt takes radiant damage, it loses this trait until the start of its next turn.
Trapbound
The haunt cannot voluntarily move more than 20 squares from the place where it died. If it is forced beyond this range, it is weakened and unable to use ghostly possession until it moves back within range.
Standard Actions
(⚔) Grave Touch (necrotic) ✦ At-Will
Attack: Melee 1 (one creature); +13 vs. Fortitude
Hit: 2d6 + 7 necrotic damage.
⚔ Ghostly Possession (charm) ✦ Recharge ⚅
Special: The haunt can use this power against only one creature at a time.
Attack: Melee 1 (one living humanoid creature); +13 vs. Will
Hit: The haunt enters the target's space and is removed from play, and the target is dominated (save ends). When the target is no longer dominated, or when the haunt chooses to end this effect (a free action), the haunt reappears in a square of its choice adjacent to the target.
Str 10 (+4) Dex 18 (+8) Wis 11 (+4)
Con 14 (+6) Int 11 (+4) Cha 16 (+7)
Alignment Unaligned Languages Common
Update (8/11/2011)
Updated to match Gardmore Abbey release.
Published in Monster Manual, page(s) 116, Dungeon Magazine 191, Madness at Gardmore Abbey, page(s) 4-9.