Killing Fugue

Level 18Hazard (Complex)
HazardRareLargeRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Rare
Complex Hazard
Stealth +26
Disable DC 48 diplomacy (master) to talk the affected individual out of the killing fugue, DC 45 occultism (legendary) to recognize the spiritual attack taking place and help the victim to resist its effects; four successes are required to disable the nightmare
Recall Knowledge arcana DC 43

Abilities

Deathly Visionoffensive

Trigger A living creature approaches within 10 feet of a site associated with the terrifying presence (such as a cairn, an altar, a cave, a strange skeleton, a waterfall, a pit, a statue, etc.) --- Effect The creature must attempt a DC 40 will save, with the following effects. The hazard then rolls initiative. --- Critical Success The creature is unaffected. Success The creature is Stupefied 1 as long as the Killing Fugue remains active. Failure The creature is Paralyzed for 1 round and is stupefied 1 but is capable of whispering to anyone nearby that if anyone touches them, they will die. Critical Failure As failure but Stupefied 2.

Description

A vision of a terrifying presence (the King in Yellow, the Crawling Chaos, or some other horror beyond imagining) overwhelms an unfortunate explorer, putting them into waking stupor that quickly turns into a homicidal fugue.

Traits