Mocking Puppets

Level 10Hazard (Complex)
HazardUniqueMediumRemaster
AC 30
HP 70 (BT 35)
Speed 0 ft.
Fort +16
Ref +24
Will +22
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +32
Disable DC 32 performance (master) to distract and entertain the haunted puppets and make them forget their anguish and despair, or DC 35 religion (expert) to exorcise the haunt; four successes are required to disable it
Immunities critical hits, precision
Weaknesses vitality 10
Recall Knowledge occultism DC 37

Attacks

Melee Makeshift Weapon +24/+19/+14(versatile B, versatile P)
Damage: 4d6+6 slashing

Abilities

Jeering Laughteroffensive

Trigger A living creature spends more than a minute in this room, or one of the geists in this room uses Terrifying Laugh --- Effect The puppets clatter to life, and the haunt fills the room with derisive laughter. All living creatures in the room must attempt a DC 29 will save or become Slowed 1 for 1 round by the overwhelming self-doubt the laughter instills. The mocking puppets roll initiative.

Puppet Attackoffensive

Trigger A living creature ends their turn while in area C2 --- Effect The haunt makes a makeshift weapon Strike against the triggering creature.

Description

The puppets and marionettes in this room suddenly turn to face intruders and come to clattering, unsettling life as the echoing sound of mocking laughter fills the air.

Traits