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From Pathfinder #200: Seven Dooms for Sandpoint, which isn't enabled.

Flesh for the Hollow Star

COMPLEX HAZARD 5
Stealth +23 (trained)
Description The flesh and leather sculpture of Azathoth seems to ripple and churn before eyes open across its surface—eyes that then open into mouths that extend long whipping tendrils of rasping filaments to bless with warped flesh.

Disable DC 23 Thievery twice to pull away one of the two primary anchor points for the sculpture to cause the leather and bones to slump harmlessly to the floor, DC 26 Religion from a worshipper of a lawful or good faith to banish Azathoth's influence from the hazard, or Dispel Magic (3rd rank, counteract DC 20) to counteract the hazard

AC 22; Fort +15, Ref +9
Hardness 12, HP 50 (BT 25); Immunities critical hits, precision

Open Eyes (emotion, fear, mental, occult)
Trigger a non-worshipper of Azathoth approaches within 5 feet, or a non-worshipper of Azathoth attacks Ziradini in this room

Effect A dozen eyes blink open on the spherical shape to glare at the triggering creature, who must succeed at a DC 22 Will save or become Frightened 1 (Frightened 2 on a critical failure). The trap then rolls initiative.
Routine

(2 actions; necromancy, occult) The eyes open like mouths to extrude a whipping tangle of filaments that lash out at a target in area F19 or within 10 feet of any entrance into the room. The filaments can't attack a single target more than once per round. A creature targeted by a filament must attempt a DC 22 Fortitude save. The body of a creature slain by poison damage from this hazard melts into a heap and then splits open to allow a gibbering mouther to slither free; this creature attacks any non-worshipper of Azathoth it sees, or otherwise slithers off to area F20 to splash and gyre in the waters of the lake.


Critical Success The creature is unaffected.

Success The creature takes 2d6 poison damage.

Failure The creature takes 2d6+7 poison damage and becomes Enfeebled 1 as their flesh and muscles grow limp and saggy.

Critical Failure As failure, but 4d6+14 poison damage and Enfeebled 2.

Reset The trap deactivates and resets after a worshipper of Azathoth spends 1 hour in prayer before it.
Pathfinder #200: Seven Dooms for SandpointOGL