[New Monster] Key Haunt

Key Haunt

Navnen stumbled into the cottage and fell onto the wooden floor in a heap mumbling, his hands trembling in a motion as if he were still trying to pick a lock.

‘Did you get into that wizard’s shop?’ Chalk asked the thief.

‘Little ghosts, little ghosts,’ was all Navnen could say, his eyes were glassy and seemed to be looking faraway.

‘I am thinking that he did not,’ Valance observed.

‘He’s cold to the touch. Could it be an undead attack?’ Chalk asked the priest of the Spider God.

‘Yeah, probably,’ Valance said with a shrug.

‘I know, I know, you are not that type of cleric. Just once, it would be handy,’ the wizard complained.

‘Take it up with the Spider God,’ Valance said as a strange spider crawled out of his sleeve and glared at the wizard.

‘I’m fine,’ Chalk said as he shuddered.

Key Haunt: AC 3 [+16], HD 2 (9hp), Att 1× claw (1d4 plus Chill Touch), THAC0 18 [+1], MV 60′ (20′), SV D11 W12 P11 B11 S12 (10), ML 10, AL Lawful, XP 55, NA 1 (1d4), TT C ▶ Mundane Damage Immunity– can only be hit by magical weapons, Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep). Chill Touch: a successful touch attack causes victim to Save versus paralysis or be paralyzed for 1d4 turns. See below.

Key haunts are minor undead, appearing most often as curious humanoids that look like either a halfling or a child around eight or nine years old. These creatures carry a ring with many keys (2d12) upon them, keys that were found here and there and added to the ring. While mostly invisible, whenever a person is looking for a key one of these creatures, if within earshot, will manifest and sort through their keyring to help the person find a key (with a 15%-75% chance of having the right key, depending on the situation). If the person is a thief or has bad intentions after the lock is opened for a particular reason the key haunt will cause the subject to make a Save versus Spells. A failed save means that the person(s) is terrified and must flee the area for at least 24 hours. A result of ‘1’ on this saving roll means that the person has lost one level of experience.

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