General Hazards | Adventure-Specific Hazards | Weather Hazards

Spiritual DisruptorHazard 7

Legacy Content

Rare Complex Haunt 
Source Pathfinder #198: No Breath to Cry pg. 10
Complexity Complex
Stealth +21 (expert)
Description A flickering humanoid shape with four gold eyes, clad in red robes with black sleeves and wielding a torch that burns with red fire and smoke, strides purposefully across the ground, creating distortions in reality around it that cause wood to twist and decay and send agonizing pain through the flesh.
Disable DC 23 (expert) Intimidation to disrupt the haunt's concentration in the living world and break the link to the mindscape, Religion DC 27 (expert) to banish the energy from the mindscape, or Occultism DC 30 (expert) to turn the haunt's energy back against itself to cancel it out
AC 25, Fort +12, Ref +18, Will +15
HP 60 (BT 30); Immunities critical hits, object immunities, precision damage, Weaknesses mental 10
Manifest [reaction] Trigger The PCs enter or otherwise interact with the building and its contents; Effect A spiritual disruptor manifests at both locations marked A4. Both hazards then roll initiative.
Routine (three actions) The spiritual disruptor's first action each round is always to create a pulse of rippling energy in a 10-foot emanation that causes the surrounding structure to appear to age rapidly and become distorted, causing the ground in this area to become difficult terrain. If the spiritual disruptor is adjacent to a living target, it attempts to disrupt that target's life energy by making a Strike with its smoking torch. If the spiritual disruptor isn't adjacent to a living target, it Strides toward the closest target. If it has multiple adjacent targets, the spiritual disruptor favors higher-level targets, selecting randomly from multiple adjacent equal-level targets.
Speed 20 feet
Melee [one-action] smoking torch +17, Damage 2d10+9 negative
Reset If both hazards are disabled or destroyed, a new one forms adjacent to a randomly determined character still inside the crumbling building after 1d4+2 rounds. Once all three NPCs are rescued or exorcised, these hazards don't reset.