Army of Mist
COMPLEX HAZARD 9 +20 (expert) or Detect Magic
The wind intensifies and the seeping fog rushes forward in a stampede of ghostly orcs screaming wordless battle cries, weapons raised to slaughter their foes.
DC 28 Occultism (expert) to funnel the magic powering the mist back into itself, or DC 30 Religion (expert) to exorcise some of the trapped souls and weaken the storm; three total successes in any combination are required to disable the haunt
Battle Roar (auditory, sonic)
A creature enters the haunt's area
The orc warriors roar in fury, dealing 2d10+13 sonic damage (DC 28 basic Fortitude save) to all living creatures within the haunt, then rolls initiative. Creatures that critically fail their saves are Frightened 1 until Umbra's Last Stand is quelled.
Ranged Frozen Fists +21 (cold, range increment 60 feet), Damage 11 cold plus 2d10 bludgeoning
(3 actions) The army of mist uses 3 actions to make frozen fists Strikes against three random creatures, favoring non-orcs or anyone who attempted to Disable it within the past round.
The haunt deactivates 1 minute after all creatures leave the area of Fort Whiteskull but resets immediately. The army of mist resets 1 day after being disabled if the ancestor storm isn't put to rest.
Pathfinder #209: Destroyer's DoomORC