Homebrew, Monster Manual V (3.5e) 2007
Deception +10, Insight +4, Intimidation +7, Perception +7, Persuasion +10, Stealth +9
Darkvision 60 ft., Passive Perception 17
Innate Spellcasting. The haunt is an innate spellcaster with Charisma as their spellcasting ability (save DC 15, +7 spell attack bonus). They can cast the following spells without need of material components:
Bound Spirit. The haunt is bound to the location it haunts & can not stray more than 1000 ft from it. If somehow forced to do so, the haunt instantly drops to 0 Hit Points & de-manifests from the Material Plane. If the location the haunt is bound to is destroyed, there is a 75% chance the haunt is also permanently destroyed. Otherwise, the haunt may simply be bound any ruins of the former location or an artifact from the location.
Ethereal Sight. The haunt can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Haunting Aura. The haunt emanates a supernatural aura with a 30 ft radius. Any Beast, Monstrosity, or animal-like creature must succeed on a DC 15 saving throw or be frightened of the haunt for the next hour. A creature that failed its saving throw can attempt the saving throw again to end the effect early as an action at the start of its turn. A creature that succeeded is immune to the haunt's aura for the next 24 hours.
Incorporeal Movement. The haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Living Visage. The haunt appears to be corporeal & a living creature to most observers. This illusion is dropped when the haunt flies or attacks a creature, becoming semi-transparent & appearing as the decaying corpse of the person it was in life.
Rejuvenation. If the haunt is reduced to 0 Hit Points, it de-manifests & is banished to the Border Ethereal. The haunt can remanifest on the Material Plane in 1d4 days with full Hit Points at the location to which it is bound.
Undead Nature. The haunt does not need to breathe, eat, or sleep.
Multiattack. The haunt can make two haunting touch attacks.
Haunting Touch. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (3d6) necrotic damage. The targeted creature must succeed on a DC 15 Strength saving throw or be pushed 10 ft in a direction of the haunt's choice.
Etherealness. The haunt enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, & vice versa, yet it can't affect or be affected by anything on the other plane.
Any Climate; Any Terrain
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