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Hazards

Spirit Cyclone

Level 9

commonComplexHaunt

Stealth +20 (expert)

Disable DC 30 Occultism or Religion (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt

Gather Spirits [Reaction]


Routine (3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing 2d10+13 negative damage to each creature in its path (DC 32 basic Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming grabbed (Escape DC 32).

Level 9 · Complexity Complex

Stealth +20 (expert)

Disable Occultism DC 30 (trained) — or Religion (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt

Trigger Two or more creatures enter the area

Effect A spiraling column of spirits gather, becoming a whirling cyclone of souls 10 feet wide and 60 feet tall. The haunt then rolls initiative.

Reset The spirit cyclone disperses after 1 minute and resets after 1 day.