Blood of Belcorra
Level 3
A bloodstain that refuses to dry, soaked into the floor where someone died beneath the Gauntlight's pitiless glow. The blood remembers, and when the living draw near it answers with a lance of the lighthouse's necromantic fire.
To disable it, a creature can attempt DC 22 Thievery (trained) to wipe away enough of the bloodstain to disrupt the haunt's necromantic energies, or DC 20 Religion (trained) to exorcise the haunt.
In play
Gauntlight Beam [Reaction] (light, necromancy)
Level 3 · Complexity Complex
Stealth +13 (expert)
Disable
- Thievery DC 22 (trained) — to wipe away enough of the bloodstain to disrupt the haunt’s necromantic energies
- Religion DC 20 (trained) — to exorcise the haunt
AC 19
Immunities critical hits, object immunities, precision damage · Weaknesses positive 5 · Resistances physical 5 (except _ghost touch_)
Trigger A living creature ends its turn in area A11 at night
Effect A ghastly image of Belcorra, seemingly composed of fresh blood, rises from the bloodstain on the floor and rotates in place like a lighthouse. Beams of cold blue light shine from Belcorra’s eyes and open mouth, causing blisters and decay to spread across flesh. Living creatures within a 30-foot burst from the center of area A11 must attempt a DC 20 Fortitude save.
Reset If the haunt is disabled or destroyed through damage, the bloody phantom of Belcorra sprays upward in a spiral, dousing the trap door leading to area A25 before draining upward through the keyhole, which reduces the Thievery DC to Pick the Lock to 20. At the next sunrise, the blood drains back down to this room and the haunt resets. The haunt is destroyed permanently once Lasda Venkervale is rescued from area D9.