Angry Victims
Level -1Hazard (Complex)HazardUniqueLargeRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Unique
Complex Hazard
Stealth +5
Disable DC 12 religion (trained) sets the spirits at ease, or DC 15 deception, DC 15 diplomacy, or DC 15 intimidation to convince the spirits to not interfere right now. A single success disables the haunt. PCs may accrue additional successes beyond the first—each one convinces the haunt to use telekinetic interference once against ghouls in the haunt's range instead of the living creatures.
Recall Knowledge occultism DC 23
Abilities
Remember Us!↺
Trigger Combat begins --- Effect The haunt rolls initiative.
Gurgling Gasp◆
The haunt emits a cacophony of the ghoul victims' death rattles, forcing all living creatures within 80-foot emanation to attempt a DC 16 will save. On a failure, the creature becomes Frightened 2 (Frightened 3 on a critical failure). On a success, a creature is temporarily immune to gurgling gasp for 1 hour. The haunt cannot use gurgling gasp again for 1d6 rounds.
Telekinetic Interference◆
The haunt attempts to Trip a living creature within 60 feet with a bonus of +8.
Description
The souls of the ghouls' recent meals cry out from their pile of bones in the nearby tunnel, lamenting their fate.