If the Zombies in Thief were scary, the Hammer Haunts were absolutely terrifying. The second that one of them knew where you were, many of the rest of them would know soon as well. From well over 100 feet away, a Haunt that saw you would not only know where you were but know how to get there by the shortest means. Even if you could get away, they would keep looking for you, and unless you found a really good hiding spot, there was a good chance they would still find you. If a Haunt saw you and there was nothing between him and you, you were pretty much done for – unlike many of the human guards or the rather weak Monkey Men, Haunts are far better swordsmen than Garrett; even if they don’t block your first or even second attack, they will quickly slice you pieces in a matter of seconds. There’s little worse than in Return to the Haunted Cathedral when all three of the patrolling Haunts in the main Cathedral floor are alerted to your presence and make a beeline for you, even cutting through boarded up doors to do so.
Fortunately, once you were out of the Cathedral and into the second half of the mission, you could set up a kill zone in the quad between St. Tennor’s and St. Jenel’s; after killing the first one or two with backstabs, you’d have multiple zombies, multiple haunts and a ghost all looking for you, and you’d have to carefully toss out mines and bide your time lest one of these grim dudes gets within 50 feet of you. It took about 10 minutes of patience and planning, but if you were lucky, the undead carnage on the quad would account for most of the remaining enemies in that oh-so-dreadful mission.
HD 4+2 (15HP)
Damage: 1-6 or weapon
No. Appearing: 1-4
Save As: F4
Treasure Type: Nil
Haunts are vicious and incredibly dangerous undead warriors whose fanaticism in life has carried over and beyond the grave into their unlife. Haunts are surprisingly human in their apparent behavior and may well be mistaken for the living until approached or seen head-on. As with all undead, haunts are unaffected by Sleep or Charm and are unaffected by mind control. Unlike many lesser undead, Haunts are clever hunters and can easily (4 in 6 chance when within 50’ or less) locate nearby living trespassers, including those hiding in shadows. A Haunt will pursue its prey until one or the other is vanquished. Haunts may only be turned by clerics of the gods they served in life. If taken by surprise (1 in 6 change), a Haunt may be dispatched single successful backstab.