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Blasphemous BloodHazard 5

Unique Complex Environmental Magical 
Source The Cellars pg. 76
Complexity Complex
Stealth +13 (expert)
Description The walls and ceiling begin bleeding more and more, and gouts of cursed blood spew from both decapitated statues’ necks.
Disable DC 23 Religion to exorcise the influence of Charg from a statue, DC 26 Thievery to dismantle the magical blood generator in a statue’s neck, dispel magic (3rd-rank, counteract DC 20) to render a statue inert; each statue must be disabled separately
Statue AC 22; Fort +15, Ref +9
Statue Hardness 12, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage
Let The Walls Weep Blood [reaction] Trigger A non-sahkil creature moves more than 10 feet into area C13; Effect The walls and ceiling begin to weep blood at an alarming rate, causing the floor of area C13 to grow slick. A non-sahkil that moves across the slick floor is off-guard and must Balance (DC 20 Acrobatics) as long as the hazard remains active. An area of effect with the cold trait created in this area freezes the blood on the floor, making it even more slippery (increasing the Acrobatics check to Balance to DC 22). The hazard then rolls initiative.
Routine (2 actions) The hazard sprays a sizzling gout of cursed blood from the neck stumps of each of the defiled statues of Pharasma for each of its actions. If a statue is disabled or destroyed, the hazard loses that corresponding action. Each gout targets a randomly determined non-sahkil creature in area C13, who must then attempt a DC 22 Reflex save against the following effects. After dark, this trap gains 4 actions instead of 2, with each statue firing two gouts of blood. Regardless of how many gouts are fired, a creature can be targeted only once per round by these gouts.
Critical Success The target is unaffected.
Success The target takes 2d6 spirit damage.
Failure The target takes 2d8 spirit damage, 1d6 persistent bleed damage, and is exposed to the curse of death’s blood.
Critical Failure The target takes 4d8 spirit damage, 2d6 persistent bleed damage, and is exposed to the curse of death’s blood (and takes a –2 circumstance penalty to save against the curse).
Curse of Death’s Blood (curse, divine) Saving Throw DC 22 Fortitude; Effect Your blood grows cold and imbued with death. Whenever you are struck by a critical hit, you take an additional 1d6 persistent bleed damage, and as long as you are taking persistent bleed damage, you become enfeebled 1 as your body weakens under the lure of death’s embrace. If you make your daily preparations at a location sanctified to Pharasma or Shelyn (such as area A9 after Shirail’s phantom returns), you can attempt a new saving throw to end this curse.
Reset The blasphemous blood deactivates at the start of any round in which no creatures other than a sahkil are in area C13, then resets after 3 rounds.

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