It seems like haunts are just souped up traps. My problem is according to the book, they have some ridiculous requirements for getting rid of them. How would my party even know the very specific destruction requirements?
My part will have no Cleric or Paladin so I feel this may be a little too much for my newbie-ish group of players. I'm thinking of simply making them standard, one off traps, with the effect laid in the book.
Headless Horseman CR 10 Source: Pathfinder Carrion Crown Adventure Path
Whether spectral cavaliers from distant lands who lost their heads in battle or jilted equestrians decapitated by jealous rivals, headless horsemen are dangerous and deadly pursuers known to haunt dark roadways and abandoned bridges in the late hours of the night.
XP 9,600 CE persistent haunt (10 ft. by 50 ft. roadway or bridge) Caster Level 10th Notice Perception DC 20 (to hear the galloping of a phantom horse) hp 45, Trigger proximity; Reset 1 day
EFFECT This haunt materializes as a headless, horse-bound spectre. Wearing ancient armor, its decapitated head hanging from the saddle of a rotting, ghostly equine, the spirit swiftly gallops across the roadway, attacking each round with a terrible, ethereal blade as the mage’s sword spell with a +16 attack bonus. Some roving specimens are known to continue pursuit far beyond their original area.
DESTRUCTION A holy weapon must be buried in the roadway, and then the haunt must be provoked during a full moon. The headless horseman is destroyed when it charges over the holy weapon.