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STONESCALE SPIRITS

HAZARD 2

COMPLEX

HAUNT

Stealth +11 (trained)

Description A half‑dozen ghostly kobolds rise from the rubble in a howling vortex.

Disable DC 18 Intimidate (trained) to frighten the spirits with a threatening display, or DC 21 Religion (trained) to exorcise the spirits

Confusing Confrontation (emotion, enchantment, fear, mental) Trigger A creature enters a square either fully or partially filled with rubble in the middle of the room. Effect Six ghostly kobolds surge out of the rubble with eerie yowls. Each creature in area A7 must attempt a DC 18 Will save with the following results. The haunt then rolls initiative.

Critical Success The creature is unaffected, is temporarily immune to Confusing Confrontation for 24 hours, and realizes that a display of intimidating dominance might quell the ghostly kobolds’ assault.

Success The creature is frightened 1.

Failure The creature is confused for 1 round and is frightened 2.

Critical Failure The creature is confused for 2 rounds and is frightened 3.

Routine (1 action) The spirits swoop together toward one creature in area A7 who’s frightened, instilling feelings of betrayal and confusion. The target takes 1d10+4 mental damage (DC 18 basic Will save).

Reset The haunt deactivates if there are no frightened creatures in area A7 at the start of its turn. The ghostly kobolds return to the rubble pile. The haunt can’t activate again for 1 hour.