Play Time
Level 3Hazard (Complex)HazardLargeRemaster
AC
16
HP
45 (BT 22)
Speed
0 ft.
Perception
+0
Fort
+12
Ref
+7
Will
+0
Stealth DC
13
Immunities precision, critical-hits
Recall Knowledge DC 18 (occultism)
Abilities
Terrifying Toy Box↺
Trigger A creature approaches within 10 feet of the toy box
Effect The toy box lid slowly opens with a groan, revealing a yawning chasm into nothingness. Each creature who can see the toy box must attempt a DC 23 will save. The haunt then rolls initiative.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2 and can't reduce its frightened condition below 1 while the haunt is active.
Critical Failure As failure,
Disable DC 19 occultism (trained) to exorcise the spirits of the toy box, DC 20 athletics (trained) to hold the toy box closed momentarily, or DC 21 diplomacy (trained) to convince the spirits that play time is over; three total success are required to disable the haunt
An old, dusty toy box creaks open and forcefully expels a series of cracked and broken toys.