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Hazards

Damurdiel's Vengeance

Level 19

commonComplexHaunt

A dagger left in the pool begins to move on its own — the vengeful spirit of Damurdiel rising to strike at any who disturb this place.

Stealth +37 (legendary), or DC 47 to notice the dagger start to move — see Stealth. Disable Deception 45 (legendary) to pretend to be Erveniss and ask for forgiveness, Diplomacy 45 (legendary) to convince Damurdiel to stand down (elves who are masters in Diplomacy can attempt the check as if they were legendary instead), or Religion 40 (legendary) to call upon Calistria to calm Damurdiel's spirit.

Surprise Strike [Reaction] (attack)

In play

Across three actions, the haunt attempts to Strike with the dagger.

Level 19 · Complexity Complex

Stealth DC 47 (legendary)

Disable Deception 45 (legendary) to pretend to be Erveniss and ask for forgiveness, Diplomacy 45 (legendary) to convince Damurdiel to stand down ( elves who are masters in Diplomacy can attempt the check as if they were legendary instead), or Religion 40 (legendary) to call upon Calistria to calm Damurdiel's spirit.

AC 43

HP 128

Trigger A creature approaches within 5 feet of the pool's edge

Effect The ghostly elf causes a dagger to rise out of the waters and then fling toward the triggering creature. If the attack is a hit, it is a critical hit instead. The haunt then rolls initiative.

Reset Damurdiel's spirit subsides once she is destroyed or if she manages to reduce a creature to 0 Hit Points. She returns after 1 minute.