Bring Dusk to Dawn
COMPLEX HAZARD 6 +18 (expert)
Shadows rise up from the empty tub, creeping along the floor, walls, and celling to blot out light.
DC 25 Religion or DC 25 Nature (expert) to burn out the shadowy influence through prayer or meditation, DC 28 Arcana or DC 28 Occultism (trained) to use magic to block the shadowy influence from being able to manifest at all; three successes are required to disable the haunt.
AC 24; Fort +11, Ref +14, Will +17
HP 100 (BT 50); Immunities bleed, poison, precision; Weaknesses vitality 5; Resistances all damage 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
Shadows Rise
More than three living creatures end their turn in area A19 or any one creature ends their turn while standing within the empty bath
Shadows seep out from the bath and swiftly coat the walls and ceiling, covering all entrances into A19 with sheets of shadow, plunging the area within into darkness. Non-magical light sources, such as a torch or lantern, do not emanate any light in the room while the haunt is active. This also suppresses magical light of rank 3 or lower. The haunt then rolls initiative.
(2 actions) A shadowy figure rises up from the bath, resembling the upper torso of a demonic humanoid with glowing eyes. On its first action, the haunt sweeps its many arms through area A19, dealing 4d6 void damage on all living creatures in the area (DC 21 basic Fortitude save). On its second action, it either spawns an undead shadow from its mass, or it Sustains a currently spawned undead shadow; it can only have one shadow active at a time. This shadow has the minion trait, cannot leave area A19, and takes its two actions on the haunt's initiative. Void damage from the haunt doesn't heal a shadow minion.
The haunt deactivates at the end of any round in which no living creature is in area A19, then resets 1 round later.
Pathfinder Adventure Path: Bastion of BlasphemiesORC