Hall Of Fiery Doom
Level 10Hazard (Complex)HazardMediumLegacy
AC
10
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
32
Recall Knowledge DC 27 (occultism)
Attacks
Melee Demonic Abduction +23, Damage 25 bludgeoning
Abilities
Burst of Fire↺
Trigger A creature enters the hall or ends its turn in the hall
Effect The hall bursts into flame, dealing 4d6 fire damage to each creature in the hall. The haunt then rolls initiative.
Burning Timbers◆
Creatures within the 30-foot by 90-foot area of the hall take (4d6+12) fire damage (DC 29 reflex).
Disable Two DC 32 athletics or DC 32 diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two DC 35 arcana, DC 35 occultism, or DC 35 religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.
While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames.