Ghost of the Hunt: Init +2; Atk incorporeal touch +2 melee (1d6) or paralyzing howl or trumpet of doom; AC 13; HD 3d8+9; MV fly 30’; Act 2d20; SP infravision 60’, sense hunters, un-dead traits, non-corporeal , fear aura, paralyzing howl, trumpet of doom, fear of reflections; SV Fort +4, Ref +5, Will +4; AL N.
Appearing as the bones and entrails of a slaughtered animal, flying on wings of tattered skin, a ghost of the hunt is the un-dead spirit of an animal hunted for sport or abject savagery, whose bones have been left to rot. Such a being always knows the direction to those that slaughtered it, and can recognize them without fail. Although not a malicious spirit, the ghost of the hunt will attack any creature it sees despoiling the natural world. Otherwise, its nights are spent tracking down those that slaughtered it in the first place. When they are killed, the ghost of the hunt is automatically laid to rest, and disappears in peace. Otherwise, even if defeated, a ghost of the hunt may eventually reform if the judge so determines.
Any creature that gets within 60’ of a ghost of the hunt must succeed in a DC 14 Will save or be frozen with fear, unable to act, for 1d5 rounds. Likewise, once per day, the ghost can unleash a terrifying howl that affects all humanoids within 100’ in the same way, unless a DC 16 Will save is successful. A creature succeeding once is forever immune to these particular effects of the ghost.
Once per day, the ghost can also keen a final mournful lament (the “trumpet of doom”) that may bring death to any creatures within 100’ that is affected by either of the ghost’s fear effects. Each potentially affected creature takes 1d6+3 damage and must succeed in a DC 14 Fort save or take an additional 3d10+10 points of damage.
Because they are non-corporeal, ghosts of the hunt are immune to non-magical weapon damage, and damage from physical sources. They are affected by force effects normally. They are also horrified by their own visage, and must succeed in a DC 15 Will save if shown their own reflection. A ghost of the hunt which fails this save flees in panic and does not return for 1d3 hours. If the sun rises before this time elapses, the ghost is not seen until the next evening (or later).
Many tribal communities have hunting rituals that offer prayers to the gods, and which honor the animals they hunt. A ghost of the hunt never arises from hunts that honor the dead, or which are motivated by hunger or survival.
Sarenites have great sorrow for the ghost of the hunt, as no living creature should suffer torture or slaughter for sport. When a Sarenite first encounters a ghost of the hunt, she will attempt to aid the ghost in extracting revenge upon those that killed it before putting the ghost to its final rest.