Haint

Archetype: Ethereal
Size: Average (0)
HP: 18, AC: 0, ACT: 5
BRT: 1, DEX: 3, WIT: 2

Darkness: The mere presence of a haint will cause light sources such as candles, torches, and other small flames to go out. This ability affects a small radius. Flight. Ghostly Slash (1): 1d6 damage. The haint will scratch its victim leaving a deep wound that requires twice the normal healing time. Rattle: Touch range. A haint can move small objects at will.

Haints are restless spirits who enjoy tormenting the living. They are leftover spirits who have somehow avoided entering the Gray Planes. They are not always malicious and sometimes are simply searching for a place familiar to them (they often remain in these places after finding them). Haints can be dangerous, especially if ignored. They are quickly frustrated and often insane.