Twisted King's Court
COMPLEX HAZARD 12 +20 (trained)
Countless fey with grisly visages and misshapen bodies cavort throughout the room, kicking up caustic debris and pulling other creatures into their dangerous dance.
DC 32 Nature or DC 32 Occultism (expert) to perform a ritual to ward the area against fey intrusion, DC 34 Performance (master) to meet the Twisted King's demands with a disturbing dance, or DC 32 Athletics or DC 32 Intimidation (expert) to fend off or frighten the fey dancers. Three total successes are required to disable the haunt, and each check takes 2 actions.
Welcome to the Feywrithe
1 round passes since both isqulugs in area B6 are slain, or 10 rounds pass since they rolled initiative
The isqulugs die horribly (if they're still alive), rent by clawed fey hands. Spectral fey pull at the other creatures in the caves, all of which must attempt a DC 36 Fortitude save. The haunt then rolls initiative.
Critical Success The creature is unaffected.
Success The creature is pulled 10 feet toward the standing stones.
Failure The creature is pulled 15 feet toward the standing stones.
Critical Failure The creature is pulled 15 feet toward the standing stones, knocked Prone, and takes 1d6 bludgeoning damage (in addition to any damage from the toxic water).
(1 action) Spectral fey cavort about the room. All creatures in the room are raked by ghostly claws and splashed with toxic water, taking 1d10+14 force plus 2d10 acid damage (DC 32 basic Reflex save). Creatures that critically fail their Reflex saves are pulled 10 feet toward the standing stones.
The haunt deactivates after 1 minute. It re-forms every new moon. If all of the glyphs in area B6 are restored—a process requiring 10 days of downtime and 10 successful DC 36 Nature or DC 36 Occultism checks—the haunt becomes permanently disabled and doesn't re-form.
Pathfinder #203: Shepherd of DecayORC