Invertebrate Infiltrator Trap

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

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 believes the illusions to be true; if they become confused by the haunt's routine, they can't attempt flat checks to end the confused condition when they take damage. Critical Failure As failure, but the creature is left with a lingering suspicion of others and can't benefit from Aid reactions for 24 hours.

Description

Variant confounding betrayal

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