In The Witch's Clutches
COMPLEX HAZARD 9The hazard gains a number of actions equal to the number of PCs; it loses 1 action each round for each facet that has been disabled. Each claw tears at a different PC, who takes 2d10+13 mental damage (DC 30 basic Will save). On a failure, they are Grabbed by the claw (Escape). On a critical failure, or on a failure if they are already grabbed, they have their soul ripped from their body, which falls Unconscious. Each round on their turn, the soul can attempt a DC 28 Intimidation, DC 28 Occultism, or DC 28 Survival check to fortify itself and return to its body as a three-action activity. The possible outcomes are as follows.
Critical Success The soul returns to their body, which loses the unconscious condition.
Success The soul returns to their body, which loses the unconscious condition, but gains the grabbed condition.
Failure The soul makes no progress toward escape.
Critical Failure The soul makes no progress toward escape and the target takes 2d10+13 mental damage until they are reduced to 0 Hit Points, after which they remain in captivity until the trap is defeated.
Each claw focuses on its target until the target is reduced to 0 Hit Points, after which it takes no action on its turn unless another facet is disabled or its target regains Hit Points.