A trap haunt is the undead remnant of a particularly headstrong rogue who was slain by a trap. Like most ghosts, a trap haunt is bound to the site of its death - in this case, the very trap that created it.
The actual trap haunt appears as a cold pale vapor that writhes and roils over the surface of the trap. Those who look closely at this mist can see that it is composed of dozens of insubstantial images of the original victim's face, twisted into a seething mask of rage and hatred. When at rest or waiting in ambush, the trap haunt is often invisible to the naked eye.
Unlike most ghosts, the trap haunt remembers little of its previous life, save that it was cut short by the unfortunate accident with the trap that killed it. A trap haunt wants only to lure the living to it so it can use the trap to kill and feed on the souls of the dying victims in a hopeless and tragic attempt to free itself from the numbing humiliation of its ignominious death. Trap haunts do not act in an organized or intelligent manner as a general rule.
In some circles, these unique undead creatures have come to be known as "trapparitions." Although the name itself might be a bit too comical for a creature steeped in such a legacy of pain and suffering, it seems to be catching on in areas with a well-developed sense of black humor.
Trap haunts are sometimes purposely created by an especially evil and cruel individual who seeks to further protect a trap-filled lair. Often, such an individual invites a rogue into her lair with the promise of riches and power in return for simply testing her newest security devices. Typically, the lair contains numerous minor and obvious traps, to lure the rogue into a false sense of security. Once the rogue's guard is down, the real trap is sprung. Creating trap haunts in this manner is time consuming - only the most charismatic of victims can become trap haunts. Those who do are well worth the trouble.
A trap haunt can be moved to a new location once it is created, although this is a dangerous process that requires magical means or clerical assistance to control the undead. Once the undead spirit is quelled, the trap itself must be physically transported to its new location. Despite the logistics involved, rumors on the black market tell of several thieves' guilds that make tidy profits harvesting trap haunts and selling the haunted devices to evil warlords and crazed magicians.
Creating a Trap haunt
"Trap haunt" is a template that can be added to any living creature that possesses at least 1 level of rogue and has been slain by a trap. The creature (referred to hereafter as the "base creature") must have a Charisma score of at least 18. The base creature's type changes to undead, and it gains the incorporeal subtype. It otherwise uses all the base creature's statistics and special abilities except as noted here.
Hit Dice: Increase to d12.
Speed: A trap haunt has a fly speed of 30 feet with perfect maneuverability. It loses all other movement rates.
AC: The trap haunt's natural armor value is +0, but it gains a deflection bonus to its AC equal to its Charisma bonus.
Attacks: The trap haunt retains all of the attacks of the base creature, but these attacks become incorporeal touch attacks. These attacks are modified by the trap haunt's Dexterity score, not its Strength score. Note that trap haunts cannot use equipment.
Damage: The trap haunt's incorporeal touch attacks cause 1d6 points of cold damage plus additional cold damage equal to the trap haunt's Charisma bonus.
Special Attacks: The trap haunt retains all the special attacks of the base creature, although those relying on physical contact do not affect corporeal creatures. In addition, the trap haunt gains the following special attacks.
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 Fortitude save (DC +0 + half the trap haunt's HD + Charisma modifier) 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 improved invisibility.
Energy Drain (Su): Any living creature struck by a trap haunt gains 1 negative level. For each 3 negative level bestowed, the trap haunt heals 5 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 Fortitude save (DC 10+ half the trap haunt's HD + Charisma modifier) to remove it. Failure means the opponent's level (or HD) is reduced by 1.
Special Qualities: The trap haunt has all the special qualities of the base creature and those listed below.
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 slain.
Invisibility (Su): When the trap haunt is not using its chill aura ability, it is invisible as per the spell improved invisibility. True seeing, invisibility purge, see invisibility, and similar spells reveal the presence and location of the trap haunt normally.
Turn Resistance (Ex): A trap haunt has +4 turn resistance.
Abilities: Same as the base creature, except that the trap haunt's Intelligence becomes 3 and it lacks a Constitution score.
Skills: Same as base creature. Note that an undead creature uses Charisma to modify Concentration checks and an incorporeal creature is always completely silent unless it wishes to be heard.
Organization: Solitary plus 1d10 (or more) skeletons and 1d10 (or more) zombies
Challenge Rating: Same as base creature +2
Treasure: Standard. Note that trap haunts are incorporeal creatures with no connection to the Ethereal plane. They cannot use equipment of any kind.
Alignment: Always chaotic evil
Advancement: Same as base creature