Grasping Currents
COMPLEX HAZARD 3 +20 (trained) to notice a weird, faintly glowing ripple of the current beneath the water.
A swath of drowned spirits tries to pull someone down into the water to join them.
DC 23 Religion to calm the unquiet spirits in the waters for an hour, or light the Eternal Lantern (automatically disables the haunt)
Ghostly Grasp
A creature attempts to cross the lake by swimming or piloting a boat
Ghostly arms reach up to grab and clutch at the creature or the boat, causing a –2 penalty to the Athletics or Piloting check that triggered the haunt. The haunt then rolls initiative.
(1 action) On its initiative, the grasping currents attempt to Grapple a swimming creature or capsize a rowboat by attempting an Athletics check with a +12 modifier. A creature that's Restrained by the grasping currents is pulled underwater and risks drowning. To capsize a rowboat, the haunt's Athletics check is rolled against the pilot's Athletics or Sailing Lore DC, whichever is higher.
The grasping currents quickly build up power and can trigger again after 10 minutes have passed.
Pathfinder Season of Ghosts Hardcover CompilationORC