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Velicarn's HeadHazard 9

Unique Complex Haunt 
Source The Private Halls pg. 166
Complexity Complex
Stealth +23 (master) to notice the mound of gore is haunted; noticing the mound itself has a DC of 0
Description A hideous mound of flesh, shattered bone, tangles of hair, and what appears to be gray matter lies in a glistening, 2-foot-tall heap on the floor, only to suddenly start piling up on itself to gradually form an immense, hateful head.
Disable DC 30 Religion (expert) to exorcise the haunt; three successes area required to disable it
AC 31; Fort +21, Ref +15
Hardness 18, HP 70 (BT 35); Immunities critical hits, object immunities, precision damage, Weaknesses vitality 10
Awakened Horror [reaction] (auditory, emotion, fear, mental) Trigger A living non-fiend creature approaches within 15 feet of the remains of Velicarn’s head; Effect The mound of gore shudders and quakes, then starts to pile up on itself, slowly transforming into an immense, screaming head. All living creatures in area F1 must attempt a DC 28 Will save as the gurgling birth-shriek of the awakening horror tears through the room. Those who fail become frightened 1 (frightened 2 on a critical failure). The haunt then rolls initiative.
Routine (1 action) On its turn, Velicarn’s head continues to grow and expand as it becomes a monstrous distortion of his once-human appearance, with beady red eyes, sharp fangs, and two bat-like wings that unfurl from either side. The haunt screeches louder, and all creatures in the library take 4d6 persistent bleed damage as blood pours from their ears, eyes, and mouths (DC 28 basic Fortitude save). If Velicarn’s head isn’t disabled or destroyed by the end of the third round, it rips out of the ground and joins the fight as a horrific monstrosity—a daqqanoenyent. At this point, the haunt is automatically disabled, and the PCs must face this new threat. As a daqqanoenyent, Velicarn’s head focuses its attacks on the PCs and ignores the sahkil (who, if still alive, titters and cackles in delight at this development). It pursues PCs relentlessly and fights until it’s destroyed, which permanently destroys the hazard.
Reset Velicarn’s head collapses back into a 2-foot-high mound of gore at the end of any round in which no non-fiend living creatures are in the library. It then resets 1 minute later.

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