Mocking Puppets

Level 10Hazard (Complex)
HazardUniqueMediumRemaster
AC
30
HP
70 (BT 35)
Speed
0 ft.
Perception
+0
Fort
+16
Ref
+24
Will
+22
Stealth DC
32
Immunities critical-hits, precision
Weaknesses vitality 10
Recall Knowledge DC 37 (occultism)

Attacks

Melee Makeshift Weapon +24 (versatile-b, versatile-p), Damage 4d6+6 slashing

Abilities

Jeering Laughter

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 Attack

Trigger A living creature ends their turn while in area C2


Effect The haunt makes a makeshift weapon Strike against the triggering creature.

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

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.