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The Babies Are So HungryHazard 11

Unique Complex Haunt 
Source The Private Halls pg. 176
Complexity Complex
Stealth +23 (master)
Description The dreamwell plant shudders and pulses, emitting more potent odors before it bursts into swarms of ravenous ghostly spiders.
Disable DC 33 Nature (master) to use the dreamwell plant’s own blooms to soothe the ghostly spiders or DC 36 Religion (trained) to exorcise the ghostly spiders; three successes are required to disable the haunt completely
AC 31; Fort +24, Ref +18
Hardness 20, HP 80 (BT 40); Immunities critical hits, object immunities, precision damage, Weaknesses axes 10, fire 10, vitality 10, Resistances bludgeoning 10, piercing 10
Dreamtime Bloom [reaction] (incapacitation, mental, sleep) Trigger A Small or larger living creature spends more than a minute in the room, or anyone attempts to move or damage the plant; Effect The dreamwell plant’s flowers bloom and fill the air in area F14 with soporific scents. All creatures in the room must attempt a DC 30 Will save with the following effects; the haunt then rolls initiative.

Critical Success The character is unaffected.
Success The character takes a –1 status penalty to their initiative roll at the start of the following round.
Failure As success, but the character is also slowed 1 from sudden tiredness. The affected character can attempt a new DC 30 Will save at the end of a round to recover from this condition; otherwise, it lasts for 1 minute.
Critical Failure The character falls unconscious. If it’s still unconscious (and alive) after 1 hour, it wakes up automatically.
Routine (2 actions) An immense swarm of thumb-sized spiders boil out of the plant’s planter box and its bulbous trunk, filling the air with the nauseating sound of tens of thousands of tiny clawed feet scuttling everywhere. The haunt uses its first action to spray webbing through the area so that every creature in the room must succeed at a DC 30 Reflex save to avoid taking a –5-foot status penalty to their Speed. These penalties stack with multiple failed Reflex saves, and a character whose penalties reduce their Speed to 0 becomes immobilized (Escape DC 30). On its second action, the phantasmal spiders begin to bite and gnaw at living flesh with fangs that are suddenly both very real and very toxic. Every creature in the room takes 2d10 piercing and 2d10 poison damage (DC 30 basic Fortitude save).
Reset The haunt deactivates at the end of any round in which there are no Small or larger living creatures in the room, then resets automatically.

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