Haint (Basic Lore)

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Haint (CR 3)

Haint
Pure Evil - Medium - Undead
Ghosts and ghoulies, haints and haunts, things that go 'bump' in the night....

All of those superstitious terrors are based upon the very real, and very terrible, threat of the haint. Haints are ghosts, echoes, spirits, the leftover remains of a sentient creature that died with fear writ heavy upon its essence. Civilized or monster, powerful or wee, any creature that can know fear, experience regret for the ending of its existence, which appreciates the simple pleasure of existence versus the black nothing of oblivion, or far worse, the ministrations of a Hell....

All of those things can leave a haint. Or worse things.

Haints are lesser ghosts, tied to a place, slow to move, and unable to roam or change. Surprisingly, this doesn't make them really any better.

A place where haints dwell is just as 'haunted' as where there are ghosts, or banshee's, or poltergeists. Only the insanely brave...or foolish...venture against these awful, pitiful, things.

Ending a haint is a blessing, both for the world, and for the haint. It requires a special courage to move forth there.