Invertebrate Infiltrator Trap

Level 8Hazard (Complex)
HazardMediumLegacy
AC
10
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
21
Recall Knowledge DC 24 (arcana)

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.


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.

Failure The creature believe

Disable DC 28 thievery (expert) twice to suppress the trap's trigger, or DC 28 occultism (expert) to create a ward against the trap's mental effects.

Variant confounding betrayal

Allies appear to shed their skin, transforming into either giant worm monsters or masses of wriggling worms.