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From Pathfinder Society Scenario #3-17: Dreams of a Dustbound Isle, which isn't enabled.

Waking Terror

COMPLEX HAZARD 9
Stealth +21 (expert)
Description Faceless statues struggle against each other to stay above the black dust.

Disable DC 27 Diplomacy (expert) to urge the statues to work together, DC 30 Intimidation (expert) to Coerce the statues away, or DC 33 Occultism (trained) to oppose the psychic influence. Each check to disable the haunt is a two-action activity; three total successes are required to disable the haunt.


Seize (attack)

Trigger A living creature spends 1 round in the area

Effect A whispered shout carries through the air: "I have a face! I have a name! My sisters may be forgotten, but I will reclaim what's mine" Sinking statues desperately grasp at creatures in the area, struggling to stay above the surface. The haunt attempts an Athletics check (with a +21 modifier) to Grapple each creature in the area. On a success, a creature is Grabbed (Escape). The haunt then rolls initiative.

Routine (1 action) On the haunt's initiative, creatures in the area sink deeper into the dust as statues grasp at them. Creatures in the area take 2d10+13 mental damage (DC 28 basic Will saving throw). On a critical failure, the creature is also Confused for 1 round. Creatures Grabbed by the haunt take a -1 circumstance penalty to their saving throw.
Reset The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.
Pathfinder Society Scenario #3-17: Dreams of a Dustbound IsleOGL