The distinction between a trap and an undead creature blurs when you introduce a haunt — a hazardous region created by unquiet spirits that react violently to the presence of the living. Haunts arise from tremendous mental or physical suffering; a single event can create multiple haunts, and a classic haunted house is typically a dozen or more distinct haunted areas rather than one unified entity.

Haunt Rules

Detection

Haunts cannot be easily observed until the round they manifest — making them harder to spot than mundane traps.

  • Detect undead or detect alignment (appropriate type) allows a Notice check at −4 before manifestation.
  • Area: up to 5-ft. radius per CR (usually bounded by room size).
  • Some haunts are tricked by hide from undead, invisibility, or Stealth.
Manifestation & Initiative

When triggered, a haunt manifests at initiative rank 10 in a surprise round.

  • All creatures in the haunt's area may attempt a Notice check at the start of that surprise round.
  • Positive energy applied before initiative rank 10 can prevent the effect entirely if it reduces the haunt to 0 hp.
  • Ranged positive energy attacks must hit AC 10 to affect the haunt rather than the structure.
Damage & Neutralizing

Only positive energy damages a haunt's hit points (channeled energy, cure spells, etc.) unless a weakness applies. No other attack form reduces hp.

  • Haunts never gain a Will save against positive energy effects.
  • Reducing a haunt to 0 hp neutralizes it — it stops acting but is not destroyed.
  • A neutralized haunt can reset after a period of time (DC 10 caster level check).
Destruction & Persistent Haunts

Neutralizing a haunt does not destroy it. Permanent destruction requires a specific act tied to the haunt's origin (burying remains, burning the structure, etc.).

  • Persistent haunts continue to trigger once per round on their initiative rank until destroyed or without a target.
  • All haunt effects are mind-affecting fear effects — immunity to fear grants immunity to direct haunt effects (but not secondary consequences).

Haunt Stat Block Format

Name / CR
The haunt's name and Challenge Rating.
XP
XP awarded to PCs for surviving the haunt, based on its CR.
Alignment & Area
Alignment and dimensions of the infused area (up to 5 ft. per CR). Persistent haunts are noted here.
Caster Level
Effective CL for dispelling ongoing effects and determining spell results. Equals the haunt's CR.
Notice
Skill check and DC to detect the haunt before it acts. The sensory cue (smell, sound, vision) is listed in parentheses.
hp
Effective hit points for positive energy damage. Standard: CR × 2. Persistent: CR × 4.5 (round down).
Weakness
Any additional damage types that affect it or effects that trick it (e.g. hide from undead, invisibility, Stealth).
Trigger
Proximity — activates when a creature enters the area. Touch — requires contact with a specific object or location; can still sense (and target) any creature in the area.
Reset
Time before the haunt can attempt to reset (DC 10 CL check). Failure means it must wait again.
Effect
The haunt's exact effect — always identical to an existing spell, though the sensory presentation can differ dramatically from the spell's normal appearance.
Destruction
The specific act required to permanently destroy the haunt. Nearby haunts often share the same destruction condition.

CR Modifiers of Haunts

Feature TypeCR Modifier
Persistent+2
Notice DC
15 or lower−1
16–20
21–25+1
26–29+2
30 or higher+3
Reset Time
1 minute+2
1 hour+1
1 day+0
1 week−1
Weaknesses
Slow (manifests at initiative rank 0)−2
Susceptible to an additional damage type−1 per type
Tricked by hide from undead−2
Tricked by invisibility−1
Tricked by Stealth*−3
Triggered by touch−2
* The haunt makes a caster level check instead of a Perception check to notice Stealth.

Creating a Haunt

Base CR
1 + level of the spell the haunt duplicates
Actual CR
Apply CR modifiers from the table above
Caster Level
Equals the haunt's final CR
Hit Points
CR × 2 (or CR × 4.5 if persistent)
Attacks & Save DCs
Attack modifier = CR. Save DC = 10 + spell level + ability modifier for that spell level

Example Haunt

Bleeding Walls CR 5 — XP 1,600
CE haunt; 5 ft. by 20 ft. hallway
Caster Level 5th
Notice Perception DC 20 (to hear the sound of soft sobbing)
hp 10

Trigger proximity; Reset 1 day
Effect When this haunt is triggered, thick rivulets of blood course down the walls accompanied by the shrill shriek of a woman's scream. All creatures in the hallway are targeted by a fear spell (save DC 16).
Destruction The body of the maid entombed behind the walls must be extracted and given a proper burial.