Trap Haunt (CR 7)

Medium Undead (Incorporeal)
Alignment: Always chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +7 and Spot +7


AC: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Hit Dice: 5d12 (32 hp)
Fort +1, Ref +7, Will +0
Speed: Fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Incorporeal touch +2 melee
Full Attack: Incorporeal touch +2 melee
Damage: Incorporeal touch 1d6 cold
Special Attacks/Actions: Animate dead, animate trap, chill aura, energy drain, sneak attack +3d6
Abilities: Str 10, Dex 16, Con -, Int 3, Wis 8, Cha 18
Special Qualities: Bonded trap, elf traits (5th-level Elf Rogue), evasion, invisibility, trap sense, trapfinding, turn resistance, uncanny dodge
Feats: Dodge; Improved Initiative
Skills: Bluff +7, Gather Information +7, Hide +11, Intimidate +7, Listen +7, Spot +7, Tumble +11, and Use Magic Device +12
Advancement: By character class
Climate/Terrain: Any
Organization: Solitary plus 1-10 (or more) skeletons and 1-10 (or more) zombies
Treasure/Possessions: Standard

Source: Dragon #307
Dragon Compendium Vol. 1

Animate Dead (Su): As a full-round action, the trap haunt may transform the remains of any creature slain by it or its trap into a skeleton or zombie of the appropriate size. Once the undead is animated, the trap haunt may control the actions of the undead minion as a free action. These animated undead cannot move more than 30 feet from the area the trap affects, regardless of who controls them.

Animate Trap (Su): As a full-round action, the trap haunt may animate the trap that slew it, either triggering or resetting the trap.

Chill Aura (Su): Any living creature within 30 feet of a trap haunt must succeed at a DC 16 Fortitude save each round or take 1d6 points of cold damage. A trap haunt may suspend or resume the use of this ability as a standard action. When the chill aura ability is not in use, a trap haunt is invisible as per the spell greater invisibility.

Energy Drain (Su): Any living creature struck by a trap haunt gains 1 negative level. For each negative level bestowed, the trap haunt heals s points of damage. If the amount of healing is more than the damage the trap haunt has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a DC 16 Fortitude save to remove it. Failure means the opponent's level (or HD) is reduced by 1.

Sneak Attack: If the trap haunt can catch an opponent when he is unable to defend himself effectively from its attack, it can strike a vital spot for extra damage.

The trap haunt's attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the trap haunt flanks its target. This extra damage is 3d6. Should the trap haunt score a critical hit with a sneak attack, this extra damage is not multiplied.

A trap haunt can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature immune to critical hits is not vulnerable to sneak attacks. The trap haunt must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A trap haunt cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Trap haunts can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Trap haunts can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A trap haunt who beats a trap's DC by io or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.

Evasion (Ex): A trap haunt can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless trap haunt does not gain the benefit of evasion.

Trap Sense (Ex): The trap haunt has an intuitive sense that alerts it to danger from traps, giving it a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): A trap haunt can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

Bonded Trap (Su): Trap haunts cannot move more than 30 feet from the trap that created them, but as long as the trap that created the trap haunt exists, the undead spirit cannot be slain. If reduced to 0 hit points, the trap haunt merely fades away for 2d6 rounds before returning at full strength. As long as the trap haunt has at least 1 hit point, its trap's hardness is increased by a number equal to the trap haunt's Charisma bonus. If the trap is destroyed, the trap haunt continues to inhabit the ruined remains but can no longer animate the trap. If the trap haunt is then brought down to 0 hit points, it is permanently destroyed.

Invisibility (Su): When the trap haunt is not using its chill aura ability, it is invisible as per the spell greater invisibility. Invisibility purge, see invisibility, true seeing, and similar spells reveal the presence and location of the trap haunt normally.

Turn Resistance (Ex): A trap haunt has +4 turn resistance.

After killing one opponent, the trap haunt animates its body to fight its foes.A trap haunt despises the living and attempts to kill any who come near it.

Incorporeal Subtype

Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.

An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).

Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.