Primal Chaos Aura
COMPLEX HAZARD 5 +1 or DC 26 Perception to feel a tingle in the air and smell a rich, chlorophyll-green fragrance with no discernible source
Primal magic becomes unpredictable near areas where Agyra lairs, sometimes to hazardous effect.
DC 22 Nature to negate the aura's effect for 1 round by temporarily drawing off the excess power and channeling it back into surrounding terrain, DC 26 Nature (expert) to completely disperse the lingering magic
Wild Surge (primal, vitality)
A character casts a primal spell within the hazard's area
Each living creature in the area gains 2d4 temporary Hit Points that last for 1 minute as life energy wells up around them, and the hazard rolls initiative.
(2 actions) On its initiative, the hazard gathers primal energy from the surroundings as its first action. Roll 1d6 to determine the type of energy gathered. The hazard uses its second action to replicate the associated spell (2nd rank, DC 23, spell attack modifier +15). The spell's target or targets are chosen randomly from creatures in the area. Any spell cast by this hazard is primal. 1 air (Gust of Wind); 2 electricity (Thunderstrike); 3 fire (Blazing Bolt); 4 poison (Spider Sting); 5 sonic (Shatter); 6 water (Hydraulic Push)
The hazard deactivates and immediately resets if it has no targets for 1 round; it also resets if Agyra slumbers for 1 week within 100 feet.
Pathfinder War of ImmortalsORC