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Thirsty SandsHazard 17

Unique Complex Magical Trap 
Source Coils of the King pg. 132
Complexity Complex
Stealth +35 (master)
Description Illusory spectators cry out for blood as tendrils of sand hold unwilling combatants in place.
Disable DC 38 Arcana or Nature (master) twice to undo the magic that animates the sand, DC 34 Intimidation or Performance (expert) twice to win over the crowd, or dispel magic (9th rank; counteract DC 36)
The Crowd Goes Wild! [reaction] (auditory, emotion, illusion, mental) Trigger A living creature enters the area; Effect The chamber fills with the sound of cheering spectators. Each creature in the area attempts a DC 40 Will saving throw with the effects below. The hazard then rolls initiative.
Critical SuccessThe creature is unaffected.
SuccessThe creature is rattled briefly by the roar and is stunned 1.
FailureThe cries of the bloodthirsty crowd overwhelm the creature. The creature is confused for 1 minute but can attempt a new save at the end of each of their turns to end the confusion.
Critical FailureThe creature is confused for 1 minute or until the haunt is disabled, with no save to end early.

Routine (1 action) Tendrils of sand rise from the floor. Up to two creatures in the room must attempt a DC 38 Reflex save. On a failed save, the tendrils wrap around the creature and move it to an unoccupied square closest to the center of the arena. If the creature was Flying, the tendril also pulls it to the ground. On a critical failure, the creature is also knocked prone. The tendrils then collapse back into the floor.
Reset The hazard deactivates once no living creatures are in the room, resetting after 1 minute.

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