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From Pathfinder #208: Hoof, Cinder, and Storm, which isn't enabled.

Shoanti Ancestor Storm

COMPLEX HAZARD 8
Stealth +12 (trained) to notice the smoke intensifying and filling with the tortured faces of lost souls
Description Smoke and fire explode up around the boundaries of the storm, accusatory screams and threats of violence echoing over the winds and crackling of flames. Broken weapons and shields litter the ground and Shoanti warriors emerge from the smoke, blood running down their faces as they prepare for battle.

Disable DC 26 Occultism to redirect the anger of the haunt back onto itself, DC 28 Intimidation to goad the Shadefield spirits into attacking someone outside of the ritual circle, or DC 28 Religion to assuage the spirits in the area. Four successes are needed to disable the haunt long enough for the ritual to be completed.


Ancestors' Wrath (mental, occult, spirit)
Trigger The ritual begins

Effect The ancestor storm howls in fury and pain. This deals 2d10+11 spirit damage to all non-Shoanti creatures in the area, who must attempt a DC 28 basic Fortitude save. The haunt then rolls initiative.
Calling the Blood (auditory, mental)

The ancestor storm randomly chooses a Shoanti ritualist to distract. The ritualist must attempt a DC 26 Will save or become Fascinated by the voices of their ancestors for 1 round, increasing the DCs to Disable the haunt by 2 for the duration.

Arrows of Rage

The hazard makes an arrows of rage Strike against all non-Shoanti creatures within 60 feet of the cairn.

Ranged Arrows of Rage +20 (fire, magical, occult, range increment 60 feet), Damage 3d12 piercing plus 1d6 fire
Routine (4 actions) The ancestor storm uses 1 action to release a pulse of void energy, restoring 10 healing Hit Points to each Shadefield spirit in the area, before using its next 2 actions to make an arrows of rage Strike against all non-Shoanti creatures within 60 feet of the cairn. The haunt then uses its 4th action to use Calling the Blood on one random leader participating in the ritual. The haunt loses an action for each Shadefield spirit killed, and when there are no Shadefield spirits remaining, the haunt uses its next action to summon a new Shadefield spirit into the battle.
Reset The haunt deactivates 1 minute after all creatures leave the Shadefields but resets immediately. The haunt is only permanently disabled when Diskah Night Watcher is put to rest. Otherwise, the haunt reforms within 24 hours of being Disabled.
Pathfinder #208: Hoof, Cinder, and StormORC