# Trap Haunt
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >touchMelee/Ranged: +3/+6
> >Secondary: -2/+1
> >Multiattack: +1/+4
> >M/R_PA: +3/+6
> >2nd/PA: -2/+1
> >MA_PA: +1/+4
> >Itterative: 1
> > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0
> > xDCs:: Str: 12; Dex: 15; Con: 12; Int: 8; Wis: 11; Cha: 16
> > xFeat:: 2/3 (1)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Trap Haunt</div>
<div class="CR">CR 7 (3,200 XP)</div>
<div class="SOU">Dragon #307</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Medium Undead (incorporeal)
**Init** +7
**Perception** -1
**Aura** cold (DC 16 Fortitude, 30 ft., 1d6 cold damage)
#### defense
**AC** 17, 17 touch, 14 flat-footed (+4 deflection, +3 Dex)
**hp** 40 (5d8+20)
**Fort** +5, **Refl** +4, **Will** +3
**Feint** 12, **Demoralize** 14
**Defensive Abilities** channel resistance +4
#### offense
**Speed** fly 30 ft. (perfect)
**Melee** incorporeal touch +6 (1d6 cold)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** animate dead, animate trap, chill aura, energy drain, evasion, invisibility, rejuvination, trap sense, uncanny dodge
#### statistics
**Str** 10, **Dex** 16, **Con** —, **Int** 3, **Wis** 8, **Cha** 18
**BAB** +3, **CMB** +3, **CMD** 20, **TA** +3, **RTA** +6
**Feats** [[Dodge]], [[Improved Initiative]]
**Languages**
#### special abilities
### 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. This acts as animate dead, except that the affected creature cannot 30 feet from the area the trap affects. Forcing it beyond this range destroys the undead.
### 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 DC 16 Fortitude save 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.
### Energy Drain (Su)
Any living creature struck by a trap haunt gains 1 negative level. For each negative level bestowed, the trap haunt heals s 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.
### Evasion (Ex)
A trap haunt can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless trap haunt does not gain the benefit of evasion.
### Invisibility (Su)
When the chill aura ability is not in use, a trap haunt is invisible.
### Invisibility (Su)
When the trap haunt is not using its chill aura ability, it is invisible as per the spell greater invisibility. Invisibility purge, see invisibility, true seeing, and similar spells reveal the presence and location of the trap haunt normally.
### Rejuvination (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 trap haunt cannot be slain. If reduced to 0 hit points, trap haunt reappears 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 is not directly effected, but it can no longer rejuvinate.
### Trap Sense (Ex)
The trap haunt has an intuitive sense that alerts it to danger from traps, giving it a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
### Uncanny Dodge (Ex)
This ability functions as the rogue class feature of the same name.