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Hazards

Hall of Fiery Doom

Stealth +32 (master)

commonComplexHaunt
Lvl 10complexComplexHaunt
EffectA creature enters the hall or ends its turn in the hall · 4d6 fire

Stealth

+32 (master)

Disable

two DC 32 Athletics or Diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two DC 35 Arcana, Occultism, or Religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.

Burst of Fire [Reaction]