General Hazards | Adventure-Specific Hazards | Weather Hazards


Blood of BelcorraHazard 3

Legacy Content

Complex Haunt 
Source Pathfinder #163: Ruins of Gauntlight pg. 13
Complexity Complex
Stealth +13 (expert)
Description A bloody image of Belcorra arises, emits a soul‑draining light, then inhales blood from living creatures in the room.
Disable DC 22 Thievery (trained) to wipe away enough of the bloodstain to disrupt the haunt’s necromantic energies, or DC 20 Religion (trained) to exorcise the haunt
AC 19, Fort +6, Ref +9, Will +12
Immunities critical hits, object immunities, precision damage, Weaknesses positive 5, Resistances physical 5 (except ghost touch)
Gauntlight Beam [reaction] (light, necromancy) Trigger A living creature ends its turn in area A11 at night; Effect A ghastly image of Belcorra, seemingly composed of fresh blood, rises from the bloodstain on the floor and rotates in place like a lighthouse. Beams of cold blue light shine from Belcorra’s eyes and open mouth, causing blisters and decay to spread across flesh. Living creatures within a 30-foot burst from the center of area A11 must attempt a DC 20 Fortitude save. The haunt then rolls initiative.
Critical Success The creature is unaffected.
Success The creature takes 1d8 negative damage.
Failure The creature takes 1d8+6 negative damage and is dazzled for 1 round.
Critical Failure The creature takes 2d8+6 negative damage and is blinded for 1 round then dazzled for 1 round.
Routine (1 action) The bloody image opens its mouth and appears to inhale, drawing blood from the body of one creature in its line of sight within 90 feet from the center of area A11. The creature targeted must attempt a DC 20 Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes 1d10 bleed damage.
Failure The creature takes 1d10+6 bleed damage.
Critical Failure The creature takes 2d10+6 bleed damage and is enfeebled 2 as long as it’s bleeding.
Reset If the haunt is disabled or destroyed through damage, the bloody phantom of Belcorra sprays upward in a spiral, dousing the trap door leading to area A25 before draining upward through the keyhole, which reduces the Thievery DC to Pick the Lock to 20. At the next sunrise, the blood drains back down to this room and the haunt resets. The haunt is destroyed permanently once Lasda Venkervale is rescued from area D9.