Sarracenia's Ire
COMPLEX HAZARD 5 +13 (expert) to recognize that the scene before them is an illusion.
The illusion shatters, revealing the grove to be a lifeless scar and the seemingly peaceful loggers to be crawling aimlessly about the clearing, consumed by rage and lashing out at anything that comes near.
DC 22 Nature (trained) to tame the primal energy, DC 24 Religion (trained) to suppress the haunt, DC 25 Diplomacy (trained) to console the dryad; three successes are required to disable the haunt.
AC 23; Fort +11, Ref +15, Will +15
Hardness 12, HP 50 (BT 25); Immunities critical hits, precision; Weaknesses vitality 8
Awaken (emotion, fear, mental, primal)
At least two creatures enter the grove
The illusion fades, and a sorrowful chill emanates from the giant tree. The haunt rolls initiative.
(1 action; emotion, mental, primal) Sarracenia's rage overwhelms up to two living creatures in the grove, each of which must attempt a DC 23 Will save.
Critical Success The creature is unaffected.
Success The creature is unaffected.
Failure The creature is Confused for 1 round.
Critical Failure For 1 round, the creature is confused, is Stupefied 1, and gains a +4 status bonus to damage rolls.
Unless Silene is destroyed, this haunt can recharge itself after 1 hour.
Pathfinder #201: PactbreakerORC