Hauntling (3.5e Creature)

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Hauntling[edit]

Size/Type: Small Undead (Incorporeal)
Hit Dice: 1d12 (6 hp)
Initiative: +8
Speed: Fly 75 ft. (good)
Armor Class: 16 (+4 Dex, +1 Deflection, +1 size), touch 16, flat-footed 12
Base Attack/Grapple: +0/
Attack: Incorporeal touch +5 melee (1d4+1d3-1 Con damage)
Full Attack: Incorporeal touch +5 melee (1d4+1d3-1 Con damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Possession, Constitution Drain (DC 11, Cha-based)
Special Qualities: Darkvision 60 ft., Incorporeal traits, Undead traits, Spell sealing
Saves: Fort 0, Ref +4, Will +3
Abilities: Str —, Dex 18, Con —, Int 11, Wis 12, Cha 13
Skills: Listen +7, Spot +7, Search +, Hide +12
Feats: Alertness, Improved Initiative B
Environment: Any
Organization: Solitary, Bundle (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 2-5 HD (Small)
Level Adjustment:
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Hauntlings are incorporeal creatures, born from a spell designed to repeat itself. Often, this comes at a terrible cost, morphing a nearby lost soul into a vessel for the Hauntling and its spell. Once the Hauntling is destroyed, it will release the spell unto its destroyer if the original caster is not within 100 ft. to direct the spell to a valid target.
A Hauntling is not much taller than a halfling, though it does seem to have the same mannerisms as one. Hauntlings do not speak.

Combat[edit]

Hauntlings naturally seek conflict, using Constitution Drain as needed.

Spell Sealing (Su): A Hauntling is created to be destroyed. When it is brought to 0 hp, the spell sealed in this Hauntling will be released upon a creature in combat or, if the creator is within a range of at most 100 ft., a valid target (according to the spell's range/target) of the creator's choice.

Possession (Su): A Hauntling may possess any object or creature, so long as it fails a DC 12 Will save (Cha-based). This means that it inhabits the victim, choosing its actions and using its corporeal body. If the Hauntling is turned, or the body is destroyed, killed, or sprayed with holy water, the Hauntling ends the possession and cannot possess again for 24 hours. Each day, the victim of a possession may attempt another saving throw with a -2 cumulative penalty. This may only be used once per day.

See Haunt Spell for more information.



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