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Shadows of EverglutHazard 11

Legacy Content

Unique Complex Environmental 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 138
Complexity Complex
Stealth +19 (master)
Description Swirling shadows that behave like animated pools of ink splash and slither up against the limbs of those who tread too far into this chamber.
Disable Three DC 33 Arcana or Occult checks to redirect the negative energy back in on itself and disrupt the hazard's source of power, a DC 36 Religion check to offer prayers to sever the sacred link to Kabriri, or dispel magic (6th level; counteract DC 29) to render the hazard inert for 10 minutes
Sap Strength [reaction] (divine, incapacitation, necromancy) Trigger A creature moves into the room beyond the northern stairs; Effect Shadowy tendrils wisp up from the darkness below to brush against the triggering creature's body. The creature must attempt a DC 30 Fortitude save or their strength is sapped from their body. The hazard then rolls initiative.

Critical Success The creature is unaffected.
Success The creature’s speeds are reduced by 10 feet for 1 round.
Failure As success, but the creature also falls prone.
Critical Failure As failure, but the creature also becomes paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Routine 1 action) The shadows writhing on the floor extrude a storm of inky tentacles of smoke and darkness that whip and writhe throughout the room, filling the air with unsettling sounds of agonizing cries and shrieks. All creatures in area J3a take 8d6 negative damage (DC 30 basic Fortitude save).
Reset The hazard settles back down 1 round after all creatures leave the room and can trigger again at the start of the next round.