Sword Haunt (3.5e Monster)
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|Size/Type:||Medium Undead (Augmented Humanoid, Dark Minded, Human, Unliving)|
|Hit Dice:||6d12+18 (57 hp)|
|Armor Class:||18 (+4 chain shirt armor, +4 dex), touch 14, flat-footed 14|
|Attack:||Longsword +10 melee (1d8+4, 19-20/x2)|
|Full Attack:||Longsword +10/+5 melee (1d8+4, 19-20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Malice Sword|
|Special Qualities:||Darkvision 60 ft, Disarm Guard, DR 3/magic, Fighter Training, Manifestation, Rejuvenation, Undead Traits|
|Saves:||Fort +8, Ref +6, Will +6|
|Abilities:||Str 18, Dex 18, Con 16, Int 13, Wis 13, Cha 7|
|Skills:||Balance +9, Climb +9, Jump +9, Swim +9|
|Feats:||Human AdaptabilityB, Power Attack, Combat Reflexes, Combat Expertise|
|Organization:||Solitary, Pair, or Troop (3-6)|
|Alignment:||Always lawful evil|
|Advancement:||By character class|
The rusted sword lifted into the air, the rust shaking off to reveal its pristine form in the grasp of a pale and ghastly human warrior still bearing some of the wounds they had in life. They have returned to continue the fight.
A type of temporary undead often stirred by the presence of living beings entering their zone of influence, they are the shattered traumatic memories of warriors gravely wounded or killed on the battlefield and who left their weapon behind to rust. The weapon becomes host to a ghostly presence that can only remember battle and the fear, bloodlust, and terror of combat. They manifest when disturbed forming new solid ectoplasmic bodies to fight and wield the weapon with until all others not their own are defeated, often mumbling incoherent battle cries or screams of horror as they do. Because they are the memories formed of a living being (human in the above example) they share many of the human traits and weaknesses. Even if defeated, it merely destroys their ectoplasmic body. They will continue to return eventually until the spirit is put to rest by whatever keeps it there or the fragment of soul which powers it is stolen, locked away, or purified.
Sword haunts, in spite of the name, are not limited to swords. They can possess any weapon they were familiar with in life. While manifested their weapon appears good as new, but the actual blade could be broken or rusted whenever not in their grip. If their weapon is sundered or taken they continue to persist in the area unable to leave until they find a new suitable host weapon or they develop into a proper ghost.
Sword haunts take on the appearance they did in life, but do not understand language or show any signs of communication beyond gestures.
Sword haunts fight as they did in life, often either with the fear of a conscript put in action they couldn't handle or the brutal and stone-cold behavior of their military training. While unable to communicate they will still work in concert with fellow sword haunts if they can.
Disarm Guard (Ex): The sword haunt cannot be disarmed of their weapon. The weapon can be sundered; treat it as a fully repaired normal weapon rather than the weapon's actual hardness and hp which may have been reduced due to rust or rot.
Malice Sword (Su): As a standard action the sword haunt can enhance the weapon they wield to act as if it were a magic weapon, and gain an additional +1d6 untyped damage to their attacks. This cloaks their weapon in dark purple smoke, and the enhancement lasts for 1 minute.
In addition they may make a single attack as a full attack action. The attack becomes an incorporeal touch attack, but does not add any ability score to damage.
Fighter Training: Sword haunts count as fighters equal to their HD, and have all simple and martial weapon proficiencies, proficiency in all types of armor and shields (including tower shields), and good Fortitude and Will saves.
Manifestation (Su): A sword haunt is typically tied to a small area such as a castle or a battlefield, and can manifest in any weapon they were accustomed to in life. Unlike a ghost the resulting appearance in the material plane is solid and can be harmed by mundane attacks. In fact due to the dark minded and unliving subtypes they are not immune to critical hits, sneak attacks, and mind-affecting effects. It can unmanifest itself as a standard action, dropping its weapon onto the ground. It cannot manifest within weapons wielded by other creatures.
The sword haunt requires its weapon to remain solid. If its weapon is destroyed, it immediately is defeated but automatically succeeds its rejuvenation check to return in 2d4 days.
Rejuvenation (Su): Like a ghost, when a sword haunt is defeated it does not truly die. The “destroyed” spirit will often restore itself in 2d4 days, appearing in the ethereal plane and possessing a new weapon when the time comes. Even the most powerful spells are usually only temporary solutions. A sword haunt that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + sword haunt’s HD) against DC 16. As a rule, the only way to get rid of a sword haunt for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.