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Killing FugueHazard 18

Rare Complex Nightmare 
Source Pathfinder #220: Crypt of Runes pg. 78
Complexity Complex
Stealth +26 (expert)
Description A vision of a terrifying presence (the King in Yellow, the Crawling Chaos, or some other horror beyond imagining) overwhelms an unfortunate explorer, putting them into waking stupor that quickly turns into a homicidal fugue.
Disable DC 48 Diplomacy (master) to talk the affected individual out of the killing fugue, DC 45 Occultism (legendary) to recognize the spiritual attack taking place and help the victim to resist its effects; four successes are required to disable the nightmare
Deathly Vision [reaction] (incapacitation, mental) Trigger A living creature approaches within 10 feet of a site associated with the terrifying presence (such as a cairn, an altar, a cave, a strange skeleton, a waterfall, a pit, a statue, etc.); Effect The creature must attempt a DC 40 Will save, with the following effects. The hazard then rolls initiative.

Critical Success The creature is unaffected.
Success The creature is stupefied 1 as long as the Killing Fugue remains active.
Failure The creature is paralyzed for 1 round and is stupefied 1 but is capable of whispering to anyone nearby that if anyone touches them, they will die.
Critical Failure As failure but stupefied 2.
Routine (3 actions; curse) The killing fugue attempts to force a creature under the stupefying effects of deathly vision into taking violent actions against their allies. The affected creature can still take its normal turn of actions on its own turn, but on the killing fugue’s turn they perform actions as decided upon by the GM. The killing fugue then spends the appropriate amount of actions to perform those actions and activities. The affected creature can attempt a DC 40 Will save each time the killing fugue attempts to force them to take actions in this way with the following results.
Critical Success The character throws off the killing fugue’s influence, ending the nightmare.
Success The character prevents the killing fugue from taking the attempted action or activity.
Failure The character is forced to take the action or activity chosen by the killing fugue.
Critical Failure As failure, but the character can no longer attempt Will saves to resist the killing fugue.
Reset As long as a creature remains under the effects of the nightmare, it cannot reset. Once a creature has either recovered from the effects or died, the nightmare resets in 1d4 rounds.

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