Livid Victims
COMPLEX HAZARD 1 +5 (trained)
The souls of the ghouls' recent meals cry out from their pile of bones in the nearby tunnel, lamenting their fate.
DC 14 Religion (trained) sets the spirits at ease, or DC 17 Deception, DC 17 Diplomacy, or DC 17 Intimidation to convince the spirits to not interfere right now. A single success disables the haunt. PCs may accrue additional successes beyond the first—each one convinces the haunt to use telekinetic interference once against ghouls in the haunt's range instead of the living creatures.
Remember Us!
Combat begins
The haunt rolls initiative.
Gurgling Gasp (auditory, divine, emotion, fear, mental)
The haunt emits a cacophony of the ghoul victims' death rattles, forcing all living creatures within 80 feet to attempt a DC 17 Will save. On a failure, the creature becomes Frightened 2 (Frightened 3 on a critical failure). On a success, a creature is temporarily immune to gurgling gasp for 1 hour. The haunt cannot use gurgling gasp again for 1d6 rounds.
Telekinetic Interference
The haunt attempts to Trip a living creature within 60 feet with a bonus of +9.
(two actions) The haunt uses one action to activate its gurgling gasp and then uses telekinetic interference for all of its other actions until it can use gurgling gasp again.
Pathfinder Society Scenario #6-99: Under the Eye of the MantisORC