Rift Portal Network
COMPLEX HAZARD 19 +37 (legendary) to notice the network is hazardous; noticing the rifts and mushrooms themselves has a DC of 0
A six-foot-tall green mushroom with red spots on its cap is connected to seven rifts in surrounding alcoves by tendrils of vapor.
DC 50 Nature once to delicately cut out or destroy the seven points on the mushroom that connect to the rifts, DC 41 Religion seven times (once per rift) to exorcise the demonic influence, or Planar Seal (10th rank, counteract DC 39) to counteract the planar link in this room
AC 40; Fort +38, Ref +29
HP 130 (BT 65); Immunities critical hits, precision; Weaknesses holy 20; Resistances energy 20
Demonic Attention
the mushroom takes damage, any of the seven rifts are touched, or any attempt to disable the network critically fails
The demonic energies within each of the seven rifts take note, and the cacophonous sound of howling fiends fills the room. All creatures in area D4 must attempt a DC 41 Will save or become Frightened 1 (Frightened 2 on a critical failure). The hazard then rolls initiative.
Melee Rift Beam +36 (magical), Damage 4d10+20 spirit
No multiple attack penalty
(7 actions) Each round, each of the seven rifts fires a beam of demonic energy into the room, targeting one creature (regardless of alliance to Tanglebriar) at random. A single creature cannot be targeted by more than one rift beam per round, so if there are fewer than seven potential targets, the rift portal network loses any remaining actions for that round.
The network deactivates and resets if 1 minute passes without any creature moving in area D4 and without any attempt to disable it.
Pathfinder #212: A Voice in the BlightORC