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LONELY MACHINE SPIRIT

HAZARD 3

COMPLEX

HAUNT

Stealth +13 (trained)

Description Ghostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life.

Disable DC 22 Religion (trained) or DC 20 Engineering Lore (trained) to eject the animating spirit from its mechanical shell. Creatures gain a +2 circumstance bonus on their check if they use the airship’s name, Harpy’s Kiss, as part of their skill check, or a +4 circumstance bonus if they utter the name “Phera Wyndslow.” The haunt remains active until its spirit is ejected, the haunt is destroyed, or there are no living creatures within 30 feet.

AC 20; Fort +14, Ref +8

Hardness 11; HP 44 (BT 22); Immunities critical hits, object immunities, precision damage; Weaknesses electricity 5, orichalcum 5, positive 5

Painful Whistle (sonic) Trigger A living creature approaches within 10 feet of the engine (marked with a “T” on the map). Effect A loud whistle blows and all creatures within 30 feet take 2d6 sonic damage and become stunned 1 (DC 20 basic Fortitude save; creatures aren’t stunned on a success). The lonely machine spirit then rolls initiative.

Routine (2 actions) The lonely machine spirit Belches Smoke or makes two red hot gear Strikes against two creatures within 30 feet.

Belch Smoke (air, fire) The airship’s engine issues forth a cloud of alchemical smoke in a 30-foot cone. Creatures within the cone must attempt a DC 20 Fortitude save.

Critical Success The creature is unaffected.

Success The creature takes 1d6 poison damage and is sickened 1.

Failure The creature takes 2d6 poison damage and is sickened 2.

Critical Failure The creature takes 3d6 poison damage and is sickened 2.

Ranged red hot gear +12 / +7 / +2 (fire, range 10 feet), Damage 1d6 bludgeoning and 1d6 fire

Reset The haunt deactivates and resets after 1 hour.