Resident
Climate/Terrain:
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Any
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Frequency:
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Rare
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Organization:
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Solitary
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Activity Cycle:
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Any
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Diet:
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None
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Intelligence:
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Average
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Treasure:
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None
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Alignment:
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Lawfull neutral
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No. Appearing:
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1
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Armor Class:
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0
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Movement:
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Fl 18 (A)
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Hit Dice:
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6
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THAC0:
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12
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No. of Attacks:
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2
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Damage/Attack:
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1d6/1d6
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Special Attacks:
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Keen of despair, freezing
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Special Defenses:
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Can be hit only with
magical weapons, invisibility at will, immune to certain attack forms
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Special Weaknesses:
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Holy water, certain spells (see text)
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Magic Resistance:
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25%
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Size:
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M
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Morale:
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Fanatic (18)
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XP Value:
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3,000
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A resident is a tormented soul, doomed to
exist among the living until it can find self-forgiveness.
In life, a resident was a
person who was offered true love, but
lacked the courage or conviction to
accept the blessing and thus lost it,
becoming embittered.
A typical "resident" tale tells of a lad
named Jonas, who met a woman on a
chance encounter. He befriended her and
became very fond of her as time passed.
Then she met a suitor who seemed to
make her very happy. Jonas, unwilling to
face up to the obligations of marriage but
also unwilling to end their relationship,
watched as his true love married her suitor
and raised a family. Jonas tried to bury his
anger, jealousy, and self-hatred, but he
was unable to forgive himself and move on
with his life. His corrupt spirit carried on
his rage after his death. His "resident
spirit" now inhabits the overgrown ruins of
his love's cottage, where he used to visit
her. Few living folk come here as the
cottage is widely known to be haunted.
A resident is usually invisible, even when
it attacks, but it can choose to appear as a
soundless, vaporous apparition of manlike
shape. In general, it haunts a fixed location,
usually a place where its love once lived or
where the two met in life.
However, should it discover
someone who strongly resembles
its lost love, the resident often abandons its
vigil and proceeds to follow this surrogate
love, who will never be harmed. It seeks not
to impose its own will on the world, but
instead seeks a focus for its existence. In
direct melee, a resident only attacks if its
surrogate is in trouble. It still follow the rules
by which it lived in life, in that it allows its
love to lead his or her own life and defeat
ordinary challenges without interference.
Although an unattached resident
usually remains close to home, it also
walks among the living to remind itself of
what could have been. Thus, its faith in its
curse is renewed. It is a driven creature,
clinging to self-hatred and anger, quick to
offer love and devotion, and quick to
defend its beloved surrogate.
A surrogate can detect a resident's
presence from its small deeds. For
example, if a bed is left unmade, the
surrogate might return later to find that
someone has done the chore. If the
surrogate expresses a desire to have a
certain trinket or other small item, that
person might later find the desired item
resting on a bed pillow. In determining its
ability to move objects, consider the
resident as effective as an unseen
servant spell.
A resident is also a protector of its love,
and it seeks vengeance on anyone who
troubles the surrogate, particularly if the
offender is beyond the surrogate's reach. If
a noble speaks a harsh word to a resident's
love, the noble risks retribution from the
resident, often in the form of a single, one-round attack. To annoy a surrogate is to
risk punishment; to gain its hatred by
harming its beloved is to court death.
Combat: A resident can attack with its
ghostly hands, inflicting 1d6 points of cold
damage per strike. This is its usual attack
against those it wishes to punish or drive
away, but sees no need to kill. If it so
chooses, however, it can also attempt to
grasp a victim (two successful attack rolls
are required). A grasp immediately inflicts
1d8 points of cold damage per round, as
well as draining 1 point from either
Strength, Dexterity, or Charisma (select
randomly each round). Ability points are
recovered at a rate of 1 per hour of rest. A
victim drained of all ability points in any
score dies at once, but will not come back
as an undead being. Once the victim is
grasped, the resident need not make
another attack roll to continue damaging
the opponent every round afterward. The
resident will not relent in its attack unless
its beloved surrogate is in danger
(drawing its attention to someone else), or
the resident is chased away.
The resident cannot be hit except by
magical weapons. It is immune to sleep,
charm, hold, cold, poison, and death magic.
Holy water does 2d4 points of damage to it.
Striking at a resident that is grasping a
victim will inflict damage on the victim
instead unless the attack roll is at least 4
points over the score needed to hit the
resident. Any other result means the victim
instead was struck, if the score rolled was
sufficient to pierce the victim's Armor Class.
A priest can turn a resident as a wraith; any
result of turning or destruction causes the
resident to flee or be dispersed for 2d6 days,
after which it will return (see later).
A resident can be temporarily exorcised
by defeating it in combat (including the use
of holy water) or by a remove curse spell.
Once all its hit points are gone or the spell is
cast, the resident disperses or flees for 2d6
days. There is a 25% chance if remove curse
is cast that the resident instead becomes
enraged and attacks to kill the spellcaster
and all other party members except the
surrogate (50% chance), or else emits a
keening wail of despair that will paralyze all
within 60 feet of it for 1d6 rounds (save vs.
paralyzation allowed) before it flees for 2d6
days (50% chance). Only if the resident is
confronted with evidence that its surrogate
does not wish it around, and an atonement
spell is cast on it, will the resident be
permanently removed from the world.
Note that if a hero becomes aware that he
or she has become the focus of a resident's
misplaced affection, allowing such a
relationship to continue without intervention
will soon call for a powers check.
Habitat/Society: A resident cannot
communicate except through magical
means such as a speak with dead spell, but
it has little interest in anyone but the subject
of its affections. A resident roams about a
fixed location such as a building or grave
site of importance to it in life, unless it is
distracted by a surrogate.
Ecology: A resident has very little effect
on either nature or civilization. It
consumes nothing and almost never
harms living beings unless its loved one is
endangered. It is primarily an annoyance.