Blood Hunger

Level 3Hazard (Complex)
HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +10
Disable DC 20 religion (trained) to exorcise the spirit, DC 21 religion or DC 21 occultism (trained) to sever the connection between Hunger's Call and the temple, or DC 21 crafting (trained) to break up the pattern of the mural; three total successes are required to disable the haunt.
Recall Knowledge occultism DC 18

Abilities

Hunger's Possession

Trigger A living creature bearing Hunger's Call moves within 30 feet of the exit stairs --- Effect Whispering voices fill the triggering creature's mind with a compulsion for blood of the living. The creature must attempt a DC 20 will save, and the haunt then rolls initiative. --- Critical Success The target is unaffected. Success The target is Slowed 1. Failure The target is Slowed 2. Critical Failure The target loses control of their mind and on their next round must move to the nearest ally and make an unarmed bite attack. The ally is Off-Guard against this attack. The bite deals 1d4 piercing damage and a critical hit deals an additional 1 bleed damage. At the end of their turn, the target regains control of their mind.

Description

Blood flows from the fanged skull rune as if it were an open wound.

Traits