Grasping Gems

Level 4Hazard (Complex)
HazardUncommonLargeRemaster
AC 21
HP 14 (BT 7)
Speed 0 ft.
Fort +14
Ref +8
Will +0
Perc +0
Size Large
Uncommon
Complex Hazard
Stealth +12
Disable DC 22 arcana (trained), DC 22 occultism (trained), or DC 22 nature (trained) to quiet one of the four grasping gems
Immunities critical hits, precision
Recall Knowledge occultism DC 21

Abilities

Phantom Handsdefensive

Trigger A living creature is adjacent to a grasping gem's shelf --- Effect The room becomes awash with eerie light as ghostly hands reach out from all directions. Each living creature in the room must attempt a DC 24 fortitude save. The haunt then rolls initiative. --- Critical Success The creature is unaffected. Success The phantom hands interfere with the creature's movements. The creature takes a –2 status penalty to its initiative roll. Failure The phantom hands hold the creature in place. The creature takes a –2 status penalty to its initiative roll and is Immobilized (Escape) for the first round. Critical Failure As failure, but if the creature attempts to Escape during the first round, it must roll twice and take the worse result. This is a misfortune effect. Effect: Phantom Hands

Description

Four magically treated gems used to store fragments of souls begin glowing with an eerie malevolence.

Traits