Shadowy Duplicates
Level 1
Stealth +7 (trained) Disable DC 14 Arcana or Occultism to disable a duplicate by sealing it away from this reality, DC 15 Engineering Lore or Physical Science Lore to disable the quantum field with contradicting theory, or DC 16 Athletics to disable a duplicate by physical force AC 13, Fort +10, Ref +4 Duplicate HP 6 each (BT 3) Quantum Field Reaction Trigger The shadowy duplicates appear and threaten the PCs; --- Routine (4 actions) The shadowy duplicates lose 1 action each turn for each destroyed or disabled duplicate. On each of the hazard's actions, a duplicate moves up to 20 feet (ignoring the quantum field's difficult terrain) or moves the quantum field up to 20 feet, then emits a mind-slicing blast against one creature within 40 feet. Ranged mind-slicing blast +9, Damage 1d4 piercing plus 1d4 mental; no multiple attack penalty --- Reset The duplicates vanish after 1 minute and never reappear.
Complex Hazard · Level 1
AC 13 · Fort +10 · Ref +4 · HP 6 (BT 3)
The duplicates warp reality, creating a quantum field. This field is a 30-foot-radius burst centered on any point within 100 feet of a duplicate, and it's positioned to affect as many PCs as possible. This area is difficult terrain. Then the hazard rolls initiative.
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