Locus of Death
Level 12Hazard (Complex)HazardUniqueMediumRemaster
AC 30
HP 82 (BT 41)
Speed 0 ft.
Fort +25
Ref +19
Will +0
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +27
Disable DC 27 nature (master) to infuse the locus with life force, DC 30 occultism or DC 30 religion (expert) to counteract the locus's energies, DC 35 thievery (master) to extricate the orb from the altar
Immunities critical hits, precision
Recall Knowledge occultism DC 40
Abilities
Death Grip↺offensive
Trigger A creature touches the orb or attempts to disable the haunt --- Effect Necromantic energy lashes out from the orb and the triggering creature must succeed at a DC 32 will save or be Frightened 1 (Frightened 2 on a critical failure). The haunt then rolls initiative.
Death Manifestoffensive
Casting Breath of Life, Death Ward, or Raise Dead in the orb's presence automatically destroys the locus; other spells or abilities that restore the dead to life might also do so, at GM discretion.
Unholy Repairoffensive
The locus is sustained by the power of Tar-Baphon. The orb regains 10 Hit Points at the beginning of every round and is repaired by void damage.
Description
A magical orb inflicts terrible visions of gruesome ends on anyone who approaches.