DescriptionA magical orb drives intruders to commit acts of mindless destruction.
DisableDC 27 Crafting (master) to reconfigure the locus, DC 30 Occultism or DC 30 Religion (expert) to counteract the locus's energies, DC 35 Thievery (master) to extricate the orb from the altar
AC 30; Fort +25, Ref +19
Hardness 20, HP 82 (BT 41); Immunities critical hits, precision
Destruction's Fury(emotion, mental)
Trigger A creature touches the orb or attempts to disable the haunt
Effect A destructive fury fills the minds of all living creatures in the area, who must succeed at a DC 32 Will save or be Stupefied 1 (Stupefied 2 on a critical failure) for 1 minute. The haunt then rolls initiative.
Destruction Manifest
Casting Creation or a creation domain spell (Creative Splash or Artistic Flourish) in the orb's presence automatically destroys the locus; other spells or abilities that create things might also do so at GM discretion.
Unholy Repair
The locus is sustained by the power of Tar-Baphon. The orb regains 10 healing Hit Points at the beginning of every round and is repaired by void damage.
Destructive Backlash(void)
Trigger The orb is damaged by an attack
Effect The locus makes a destructive lash Strike against the triggering creature.
Melee Destructive Lash +26, Damage 3d10 force
No multiple attack penalty
Routine
(1 action; mental) The destructive impulses grow stronger. Affected creatures must attempt a DC 32 Will save; creatures who fail or critically fail can't attempt to disable the haunt that turn.
Critical Success The creature is unaffected and temporarily immune for 1 minute.
Success The creature is unaffected this round.
Failure The creature becomes Confused for 1 round, targeting both creatures and objects.
Critical Failure As failure but the confusion lasts for 1 minute.
ResetThe haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates.