Confounding Betrayal
Level 8Hazard (Complex)HazardMediumRemaster
AC
10
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
21
Recall Knowledge DC 24 (occultism)
Abilities
Unmask↺
Trigger Two or more creatures enter the haunt's area
Effect Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 will save. The haunt then rolls initiative.
Critical Success The creature sees through the illusions entirely and is temporarily immune to the haunt's routine for 1 minute.
Success The creature is unaffected by the strange images
Disable DC 28 deception (expert) twice to confound the haunt with your own deceptions, or DC 28 occultism (trained) twice to create a ward against the haunt's mental influence
Allies appear to shed their disguises and reveal themselves to be malevolent monsters.