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Vile BrewHazard 8

Unique Complex Haunt 
Source The Cellars pg. 96
Complexity Complex
Stealth +18 (expert)
Description The brewing equipment begins to shudder and shake, and thick foamy sludge starts to bubble up out of the various pipes, tuns, and barrels—sludge that contains blinking eyes, screaming mouths, and twitching fingers among its turbulent mass!
Disable DC 28 Crafting (master) to swiftly dismantle key parts of the contraption containing the vile brew, or DC 31 Religion (expert) to exorcise the haunt; three total successes in all are needed to disable the haunt
AC 27; Fort +13, Ref +19
Hardness 15, HP 64 (BT 32); Immunities acid, critical hits, object immunities, precision damage, Weaknesses vitality 10
Nightmare Recrudescence [reaction] (poison) Trigger A creature attempts to use the brewing equipment, or at least one living creature spends 1 minute in the room; Effect The brewing equipment rattles to life as a hideous mash of what looks like clotted blood and body parts surges up and out of the machinery, pushing a nauseating stench into the room. All creatures in area C46 must succeed at a DC 26 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The haunt then rolls initiative.
Routine (3 actions) On its initiative, the churning awfulness extrudes a long, slimy tendril of clotted blood, tangled hair, and jagged broken teeth. These long, whiplike lengths then make three vile lash Strikes on three randomly determined targets in the room. With their reach and ability to manifest from any part of the machinery, these Strikes can target any creature in the room. They only target a creature more than once if there’s not enough targets to split their attention.
Melee vile lash +20 (reach 30 feet), Damage 3d4 slashing plus flesh fermentation; no multiple attack penalty
Flesh Fermentation (poison) Saving Throw DC 26 Fortitude;
Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 (1 round); Stage 3 2d6 poison damage, enfeebled 2 (1 round), and drained 1
Reset The haunt deactivates at the start of any round in which no living creatures are in the room; it then reactivates 1 minute later.

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