Hall of Mirrors

Level 8Hazard (Complex)
HazardUniqueMediumLegacy
AC 24
HP 60 (BT 30)
Speed 0 ft.
Fort +13
Ref +19
Will +0
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +16
Disable DC 24 occultism (expert) to realign a mirror so a trapped soul can't hurt the reflections, DC 28 religion (expert) to banish a trapped soul, or DC 28 thievery (expert) to cover a mirror quickly enough to keep the trapped soul inside it; each successful attempt to disable the haunt reduces its number of actions by 1
Immunities critical hits, precision
Recall Knowledge occultism DC 34

Attacks

Melee Reflective Rip +20/+15/+10
Damage: 2d10 + 11 slashing
Effect: soul shred

Abilities

Ghostly Images

Trigger Two or more creatures enter the room --- Effect Three trapped souls appear in mirrors throughout the room, menacing the reflections of the triggering creatures. The triggering creatures must each succeed at a DC 28 will save or become Frightened 1 (Frightened 3 on a critical failure). The haunt then rolls initiative.

Soul Shred

A creature damaged by the haunt's reflective ripple Strike is Enfeebled 1 until 1 minute after it leaves the room. This enfeebled condition is cumulative, up to enfeebled 4. If the creature dies from reflective rip, its soul is contained within the mirror until the mirror is broken and a Specter emerges.

Description

Among the many mirrored reflections lurk three trapped souls. By attacking reflections, these spirits cause wounds to appear on the bodies of those reflected in the mirror. If a trapped soul kills its victim, the soul escapes the mirror, replaced by its victim's soul.

Traits