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Hazards

Grasping Dead

Level 5

commonComplexHaunt

Stealth +12 (expert)

Disable DC 22 Religion (trained) to ritually pray for the dead or DC 24 Occultism (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt

Shifting Earth [Reaction]


Routine (1 action) The grasping hands batter all creatures in the area, dealing 2d6+7 bludgeoning damage (DC 26 basic Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming immobilized until it Escapes (DC 26). If already immobilized, it's fully submerged and must hold its breath to avoid suffocation.


Reset The haunt deactivates 1 minute after all living creatures leave the area.

Level 5 · Complexity Complex

Stealth +12 (expert)

Disable

  • Religion DC 22 (trained) — to ritually pray for the dead
  • Occultism DC 24 (trained) — to exorcise the spirits' anger; two total successes are required to disable the haunt

Trigger At least two creatures enter the area

Effect The earth shifts wildly as the hands of the dead spring forth from the ground. The area becomes difficult terrain. Creatures within the area are knocked prone unless they succeed at a DC 26 Reflex save. The haunt then rolls initiative.

Reset The haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates.