Host of Spirits
COMPLEX HAZARD 18 +35 (expert)
A host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death.
DC 43 Religion (master) to exorcise the spirits or DC 45 Deception (master) to trick the spirits into departing
Embrace of Death (attack, death, occult)
A creature that has angered the haunt begins its turn within 50 feet of the ruins of the house
The haunt attempts a ghostly hand Strike against the target creature, and then rolls initiative.
Ghostly Grip
A creature outside the house that takes damage from the host of spirits' ghostly hand Strike must succeed at a DC 42 Reflex save or be pulled directly into the house. If there is a wall in the creature's path, that section of wall is destroyed, and the creature takes an additional 3d12 bludgeoning damage. The haunt's ghostly hand Strike also deals an additional 6d6 bludgeoning damage to a target already inside the house (DC 42 basic Fortitude save).
Melee Ghostly Hand +35, Damage 2d10+10 void plus Ghostly Grip
For each of its actions, the trap attempts a ghostly hand Strike against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn't use its remaining actions).
The haunt ends 1 round after no creatures are within 50 feet of the house. The haunt resets after 1 day.
Pathfinder #155: Lord of the Black SandsOGL