Hall Of Fiery Doom
COMPLEX HAZARD 10 +32 (master)
While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames.
Two DC 32 Athletics or DC 32 Diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two DC 35 Arcana, DC 35 Occultism, or DC 35 Religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.
AC 10
Burst of Fire
A creature enters the hall or ends its turn in the hall
The hall bursts into flame, dealing 4d6 fire damage to each creature in the hall. The haunt then rolls initiative.
Burning Timbers
Creatures within the 30-foot by 90-foot area of the hall take 4d6+12 fire damage (DC 29 basic Reflex).
Melee Demonic Abduction +23, Damage 25 bludgeoning
Spectral demons lift a single creature 50 feet into the air and drop it. The haunt makes a Strike against the creature with a +23 attack bonus. On a success, the creature is lifted into the air and dropped, taking 25 bludgeoning, though it might negate some or all this damage using a spell, such as Gentle Landing. On a critical hit, the creature also takes 2d12+13 slashing damage as the demons' claws tear through its flesh.
(3 actions) The haunt spends 1 action to fill the hall with burning timbers falling from above, and 2 actions to pluck up random victims and drop them to their deaths.
The hall falls quiet for 24 hours, after which it can trigger again.
Pathfinder #177: Burning TundraOGL