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Animated Mukradi HeadsHazard 18

Unique Complex Haunt 
Source Coils of the King pg. 124
Complexity Complex
Stealth +33 (master)
Description Three mukradi heads, animated by the souls of Zyphaniss’s victims, rise into the air and fire energy throughout the room.
Disable DC 40 Occultism or Religion (expert) three times to cast out the souls animating the heads
AC 40; Fort +31, Ref +33, Will +30
Hardness 30, HP 50 per head; Immunities critical hits, object immunities (except spirit), precision damage
Breathe Energy [reaction] Trigger A creature approaches within 10 feet of the mukradi heads; Effect Each head rises off the wall and moves up to 30 feet. The first head then breathes a 10-foot-wide, 30-foot-long line of acid dealing 4d10 acid damage (DC 40 basic Reflex save). The second head breathes a 30-foot cone of fire dealing 4d10 fire damage (DC 40 basic Reflex save). The third head breathes a 60-foot line of electricity dealing 4d10 electricity damage (DC 40 basic Reflex save). The hazard rolls initiative.
Routine (3 actions) For each mukradi skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different head moves up to 30 feet and attempts a maw Strike against a different living creature.
Melee [one-action] maw +36, Damage 2d12+12 piercing plus 3d6 acid, fire, or electricity; no multiple attack penalty
Reset The hazard deactivates 1 minute after all living creatures leave the area or after all three heads are destroyed. After 1 hour, if at least one head remains, the hazard reactivates.

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