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Trapped Arudora SoulHazard 14

Rare Complex Haunt 
Source The Towers pg. 218
Complexity Complex
Stealth +31 (master) to notice that the eerie manifestation is dangerous; noticing the ghostly image of the Arudora in question floating in the middle of the room has a DC of 0
Description A ghostly image of one of the Arudoras floats in the middle of the room, arms folded over their chest as if reclining in a coffin, yet they hover vertically and are shrouded by ribbons of green smoke.
Disable DC 41 Religion to exorcise the haunt, or one of the following checks depending on the Arudora; four total successes are required to disable the haunt.
J3a (Jinnivere) DC 38 Nature to draw upon her love of horses
J3b (Dazerien) DC 38 Intimidation to frighten the cruel murderer
J3c (Ryhasphinea) DC 38 Deception to trick her into believing she’s been forsaken by Urgathoa
J3d (Augsten) DC 38 Diplomacy to explain that abuse of the servants shows weakness of character
J3e (Alisendra) DC 38 Performance to give her one last entertainment
J3f (Raudltz) DC 38 Society to help him come to terms with the shame he feels for his infidelities
J3g (Irrokcis) DC 38 Occultism to use his own obscure theories against him to banish him
AC 36; Fort +28, Ref +22, Will +30
Hardness 22, HP 90 (BT 45); Immunities critical hits, object immunities, precision damage, Weaknesses vitality 15
Awaken [reaction] (emotion, fear, mental, occult) Trigger A living creature ends their turn in the room; Effect The soul’s eyes open, and it cries out in agony as its ghostly body twists and transforms into something monstrous. The triggering PC must succeed at a DC 34 Will save or become frightened 2 (frightened 3 and fleeing for as long as they’re frightened on a critical failure). The haunt then rolls initiative.
Routine (1 action) On its initiative, the haunt transforms into a physical manifestation of that Arudora’s personality and lashes out, dealing 9d6 damage to all creatures in the room and within 30 feet of any open doorway outside the room. A PC can attempt a DC 34 basic saving throw against the damage. The type of damage and saving throw to defend against it depend on the Arudora, as does the additional condition imparted on a critical failure. Conditions imparted by this haunt are curses that have unlimited durations.
J3a (Jinnivere) trampling horses (bludgeoning damage, Reflex save, clumsy 1 on a critical failure)
J3b (Dazerien) complex torture devices (piercing damage, Reflex save, enfeebled 1 on a critical failure)
J3c (Ryhasphinea) skull-faced spirits (spirit damage, Will save, stupefied 1 on a critical failure)
J3d (Augsten) barbed whip and scourge Strikes (slashing damage, Reflex save, enfeebled 1 on a critical failure)
J3e (Alisendra) shrieking spirits and discordant instruments (sonic damage, Fortitude save, stupefied 1 on a critical failure)
J3f (Raudltz) ghostly fangs that chew into your thoughts (mental damage, Will save, drained 1 on a critical failure)
J3g (Irrokcis) decaying skeletal limbs (void damage, Fortitude save, drained 1 on a critical failure)
Reset The haunt deactivates as soon as no living creatures are in the room, then immediately resets.

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