Pathfinder 1e • Supernatural Hazards • GM Reference

Haunts — Supernatural Hazards, Rules & Examples

Haunts turn suffering, memory and restless supernatural force into encounters tied to places, objects and people. This guide explains how Pathfinder haunts work, how to notice and neutralise them, how to destroy them permanently, how to build new ones, and how to use them as mysteries rather than unavoidable spell traps.

Henry John Stock, A pale and glimmering light appeared before him (1879), pencil and watercolour. Public-domain historical artwork.
What is a haunt?

A haunt is a supernatural hazard bound to a place, object or presence by intense suffering, death, fear or unresolved purpose. It behaves mechanically much like a trap, but its manifestation is usually spiritual or psychic and its permanent destruction requires resolving the cause that anchors it.

A haunt is not automatically an undead creature. Ghosts and other undead can create or coexist with haunts, but a haunt can also be the supernatural residue of an event rather than a conscious dead being.

Manifestation Normally acts at initiative rank 10 in the surprise round.
Detection Characters in range attempt the haunt’s listed Notice check when it begins to manifest.
Early Detection Detect Undead and appropriate detection magic can reveal warning signs before manifestation, normally with a –4 penalty on the check.
Damage Positive energy normally damages a haunt; attack-roll effects must hit AC 10.
Neutralised Reducing a haunt to 0 hp suppresses it but does not normally destroy it forever.
Destroyed Permanent destruction requires the specific resolution described by that haunt.
Official Rules

Pathfinder 1e Haunt Rules

1

Entering the Haunted Area

A haunt normally reacts to living creatures approaching, entering or touching its area. Its maximum possible radius is generally 5 feet per point of CR, though individual haunts are often confined to a smaller room, corridor, object or other defined location.

2

Notice the Manifestation

When the haunt triggers, creatures within its area can attempt the listed Notice check at the beginning of the surprise round. The entry tells the GM what successful characters perceive: a sudden chill, distant knocking, blood appearing on stone, a half-heard voice, the smell of smoke, or some other warning.

Detect Undead or appropriate aura-detection magic can provide an opportunity to detect the haunt before it manifests, normally imposing a –4 penalty on that detection check.

3

The Haunt Acts

A standard haunt manifests at initiative rank 10 during the surprise round. Its effect often reproduces an existing spell while changing the sensory manifestation to suit the tragedy that created it.

Typical mechanical foundations include Fireball, Fire Storm, Cause Fear, Scare, Phantasmal Killer and Slay Living.

4

Fight the Haunt with Positive Energy

Positive energy can reduce the haunt’s hp. A haunt does not receive a Will save merely to reduce this positive-energy damage. When the positive-energy effect requires an attack roll, use AC 10 to hit the haunt rather than the physical wall, floor or object it inhabits.

Unless the individual haunt lists another weakness, ordinary weapon attacks and unrelated damage do not reduce its haunt hp.

5

Neutralise It Before Initiative 10

If positive energy reduces the haunt to 0 hp before its action at initiative rank 10, the haunt is neutralised and its immediate effect does not occur.

6

Neutralised Is Not Destroyed

Suppression only buys time. After its reset period, a haunt can return. Permanently destroying it requires the unique act listed under Destruction: recovering remains, exposing a concealed crime, returning an object, completing an interrupted duty, ending a curse, or otherwise resolving the event that still anchors the manifestation.

Persistent haunts. A persistent haunt continues beyond the initial surprise round and produces its effect again on its initiative rank each round while it still has a valid target, until it is neutralised, destroyed or its own conditions end.
Fear and secondary effects. The original haunt rules treat a haunt’s primary attack as mind-affecting and fear-based. Immunity can therefore prevent the direct supernatural attack, but it does not automatically erase physical or environmental consequences created as secondary effects. Later Pathfinder guidance explicitly recommends visible secondary manifestations so unaffected characters can still witness what is happening.
Stat Block

Elements of a Haunt

Name & CR

The haunt’s name is followed by its Challenge Rating.

XP

Experience awarded for overcoming the haunt, based on its CR.

Alignment & Area

Gives the haunt’s alignment, physical area and whether it is persistent. Area is normally no larger than a 5-foot radius per point of CR unless another rule modifies it.

Caster Level

Effective caster level for ongoing magical effects, dispelling interactions and other rules that require a caster level.

Notice

Gives the skill and DC used to recognise the warning sign before the haunt acts, together with the sound, sight, smell or sensation that reveals it.

Hit Points

A normal haunt has hp equal to twice its CR. A persistent haunt instead has hp equal to CR × 4.5, rounding fractions down.

Weakness

Lists special vulnerabilities or methods of deceiving the haunt, such as additional damage types, stealth, invisibility or magic that conceals living creatures.

Trigger

Defines what causes manifestation. Proximity and touch are common, but a haunt can use a more specific trigger when the story requires one.

Reset

Gives the interval before a neutralised haunt can attempt to become active again. The normal reset attempt uses a DC 10 caster-level check.

Effect

Describes exactly what the haunt does mechanically and what the characters experience when it manifests.

Destruction

Gives the specific act required to end the supernatural phenomenon permanently.

Game Master Tools

Creating a Haunt

The original Pathfinder construction system starts with a spell effect, calculates a base CR, modifies that CR according to the haunt’s behaviour, and then derives its caster level, hp, attack modifier and saving throw DC.

Step 1 — Choose the Effect and Base CR

Choose the spell effect the haunt reproduces. Its starting CR is 1 + the level of that spell.

Step 2 — Apply Haunt CR Modifiers

Feature CR Modifier
Persistent+2
Notice DC 15 or lower–1
Notice DC 16–20
Notice DC 21–25+1
Notice DC 26–29+2
Notice DC 30 or higher+3
Reset 1 minute+2
Reset 1 hour+1
Reset 1 day+0
Reset 1 week–1
Slow: manifests at initiative rank 0–2
Susceptible to another damage type–1 per additional type
Tricked by magic that conceals creatures from undead–2
Tricked by Invisibility–1
Tricked by Stealth–3
Triggered by touch–2

A haunt tricked by Stealth uses a caster-level check rather than an ordinary Perception check when determining whether it detects the sneaking creature.

Step 3 — Set Caster Level

The haunt’s effective caster level normally equals its final CR.

Step 4 — Set Hit Points

A normal haunt has 2 hp per CR. A persistent haunt has CR × 4.5 hp, with fractions rounded down.

Step 5 — Calculate Attack and Save DC

When an attack modifier is required, use the haunt’s CR. When its duplicated spell allows a saving throw, calculate the save using the spell level and the minimum ability score required to cast a spell of that level.

Design for investigation as well as damage. The best haunt is not simply a spell with a ghostly visual effect. Its Notice clue, manifestation, reset condition and destruction method should all reveal something about the event that created it.
Investigation

Communicating with a Neutralised Haunt

The Haunting of Harrowstone adds an optional investigation method for haunts that have been reduced to 0 hp but have not yet reset. The GM can allow the weakened manifestation to behave like a simple rapping spirit, answering questions through knocks or other repetitive signals.

Under that option, characters can establish codes such as one knock for yes and two for no, then work through letters, numbers or spoken choices.

Harrowstone communication rule: A successful Linguistics check against DC 15 + the haunt’s original CR allows roughly 1d10 words per minute. A talking board or planchette improves communication to 3d6 words per minute and grants a +4 bonus on the Linguistics check.

The information is still limited by what the dead or residual presence knew. Communication should therefore produce clues, names, fragments, impressions and requests rather than omniscient answers.

Occult Adventures later expands spirit communication further, allowing broader séance procedures and more flexible communication with neutralised haunts.

Johann Peter Hasenclever, Die gestörte Nachtruhe, by 1853. Public-domain historical artwork. The scene works especially well as an image of people investigating unexplained disturbances rather than confronting a visible monster.
Expanded PF1e Rules

Advanced Haunts

Occult Adventures expands the original subsystem with clarifications and additional haunt elements. These options let haunts follow characters, inhabit objects, connect directly to ghosts or manifest in more mobile and aggressive forms.

Holy Water

A flask of holy water that directly strikes a haunt deals 2d4 damage. Haunts within 5 feet of the splash take 1 damage.

Item-Bound Haunts

An item-bound haunt follows the normal haunt rules, takes normal damage from positive energy and uses the normal reset rules, but its effects are centred on the haunted object. Its trigger can depend on the object’s nature, such as playing an instrument or using a weapon. The haunting presence adds 5 to the object’s Break DC and doubles its hardness and hit points. If dispel evil is cast quickly enough, the haunting presence can be ejected with a caster-level check against DC 10 + the haunt’s CR + 1 for each month the object has been possessed.

Possessing Haunts

A possessing haunt follows the normal haunt rules but centres its effects on the haunted creature, who takes a –2 penalty on all saving throws against the haunt’s effects. The host must always use a standard action to retrieve a stored item unless doing so would normally take longer, and any item the host drops lands 10 feet away in a random direction. At the GM’s discretion, tormenting dreams can also inflict 1 point of ability drain per day to an ability score appropriate to the haunt. Dispel evil can eject the presence using the same caster-level check of DC 10 + the haunt’s CR + 1 for each month the creature has been possessed.

Chained Haunts

A chained haunt is tied directly to an incorporeal undead entity, most commonly a ghost. It cannot be permanently destroyed until the connected spirit itself is brought to final rest.

Additional Haunt Elements

Element Mechanical Change CR
BelligerentSubstantially increased haunt hp+3
Item-boundBound to an object–1
ChainedBound to a ghost or linked spirit–1
FastManifests at initiative rank 20+2
Free-roamingCan move instead of occupying one fixed location+1
Increased areaDoubles the usual radius allowance+1
PossessingBound to a creature+1
SpitefulRaises caster level and save DCs+1
VaporousHarder to strike and gains an incorporeal form+1

Horror Adventures expands the concept again with haunt elements functioning much like templates, variant haunts, magical scars, dimensional disturbances, psychic manifestations and a much larger selection of example encounters. Those later systems are best treated as extensions of this core subsystem rather than mixed into the basic rules above.

At the Table

Running a Haunt Well

Foreshadow Before the Trigger

Give the location ordinary evidence before initiative begins: damaged furniture, repeated stains, local stories, abandoned belongings, strange temperature changes or a pattern of previous accidents. The players should have something to investigate before the rules attack them.

Make the Notice Check Matter

A successful Notice check should reveal something specific enough to provoke a decision: retreat, channel energy, protect another character, move away from an object or prepare for an effect they have seen hinted at elsewhere.

Separate Neutralisation from Resolution

Reducing the haunt to 0 hp solves the immediate danger. Discovering why it exists and carrying out its destruction condition solves the story. Keeping those two goals separate is what makes a haunt different from an ordinary trap.

Let Repetition Reveal Information

A returning haunt should not merely deal the same damage again. Repeated manifestations can expose another face, name, sound, room, object or fragment of the original event.

Do Not Hide the Only Solution Behind One Roll

Characters should be able to uncover destruction conditions through several routes: records, witnesses, physical evidence, magic, communication with the haunt and deduction from the manifestation itself.

Use the Haunt as Part of the Location

A strong haunted house is rarely one oversized hazard. Use several connected manifestations to reveal different pieces of the same history and make the building itself feel like the encounter.

SpiralWorlds • 1454

Haunts in the World of 1454

In SpiralWorlds, a haunt is a wound in a place’s supernatural memory. Some contain conscious spirits. Others are repetitions: terror, violence or despair impressed so deeply upon matter and landscape that the event continues to react to the living long after the people involved are gone.

The fifteenth-century world provides countless places where such wounds might survive:

  • abandoned plague houses and sealed rooms;
  • battlefields and forgotten mass graves;
  • siege breaches and ruined gatehouses;
  • execution yards and abandoned prisons;
  • collapsed mines and sealed workings;
  • burned guild halls and workshops;
  • wrecked ships and drowned harbours;
  • manor houses abandoned after murder or betrayal;
  • bridges where travellers repeatedly vanished;
  • mills, foundries and workshops where workers died violently;
  • treasuries, vaults and rooms built around concealed crimes;
  • places repeatedly touched by the supernatural Red Death.

The Black Death remains a historical catastrophe. Its enormous human suffering can leave individual haunted places, but the plague itself is not retroactively made supernatural. The recurring Red Death, by contrast, can produce unusually intense supernatural residue where its manifestations intersect with death, fear and unfinished purpose.

The important distinction is scale: not every battlefield, plague house or murder site becomes haunted. A haunt forms where something exceptional remains unresolved.

Encounter Directory

Haunts by Challenge Rating

Browse the SpiralWorlds haunt collection by Challenge Rating, from minor supernatural disturbances to powerful persistent manifestations.

GM Video Guides

Running Horror at the Table

These two retained guides deal with the practical problem the haunt subsystem alone cannot solve: creating tension, uncertainty and horror during play.

Runesmith — Breaking Down Horror

Dungeon Dudes — Running Horror Adventures in Dungeons and Dragons

Rules Authority

Sources & Open Game Content

Rules authority: the Pathfinder 1e haunt mechanics on this page derive from published Open Game Content. SpiralWorlds GM advice, explanatory prose, page organisation, 1454 setting material and editorial interpretation are presented separately from those rules.

Open Game License v1.0a and copyright notice

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    System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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