Sapping Slumber

Level 3Hazard
HazardLargeRemaster
AC
16
HP
42 (BT 21)
Speed
0 ft.
Perception
+0
Fort
+12
Ref
+6
Will
+0
Stealth DC
7
Immunities critical-hits, precision
Recall Knowledge DC 18 (arcana)

Abilities

Soporific Backlash

Trigger A creature physically contacts Merosyne


Effect The stasis affecting Merosyne is disrupted, but as the magic dissipates, it tries to escape into other nearby bodies, like electricity arcing toward nearby metal. Creatures other than Merosyne within 15 feet of the circles must attempt a DC 21 fortitude save.


Success The creature is unaffected.

Failure The creature is Drained 1. While drained by this effect, the PC takes a circumstance penalty equal to their drained value on al

Disable DC 16 hero-god-lore or DC 16 occultism to convince the magic that it's fulfilled its objective; DC 18 arcana, DC 18 nature, or DC 18 religion short-circuit the stasis magic; or DC 20 thievery to disable the ritual circles.

Ritual circles barely anchor the ancient stasis magic, which dissipates erratically when disturbed.