Ghost Stampede
COMPLEX HAZARD 15 +30 (master)
Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it.
DC 36 Nature (master) to calm one of the four aurochs or DC 40 Religion (trained) to exorcise them
AC 40; Fort +23, Ref +29
Hardness 25, HP 20 (BT 10) per aurochs skull; Immunities death effects, disease, paralyzed, poison; Weaknesses vitality 5
Defend Territory (emotion, fear, mental, occult)
A creature approaches within 10 feet of an aurochs skull
The skulls rise into the air, form ghostly bodies, and bellow in rage. Each creature within 60 feet of an aurochs skull must attempt a DC 36 Will saving throw. The haunt then rolls initiative.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature takes 1d12+6 mental damage and is Frightened 2.
Critical Failure The creature takes 2d12+12 mental damage and is Frightened 4.
Melee Horn +30, Damage 3d12+17 piercing
No multiple attack penalty
(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn Strike against a different living creature. A creature critically hit by a horn Strike also takes 2d6 persistent bleed damage and is knocked Prone.
The haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates.
Pathfinder Book of the DeadOGL