Sapping Slumber
Level 3HazardHazardLargeRemaster
AC 16
HP 42 (BT 21)
Speed 0 ft.
Fort +12
Ref +6
Will +0
Perc +0
Size Large
Common
Stealth +7
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.
Immunities critical hits, precision
Recall Knowledge arcana DC 18
Abilities
Soporific Backlash↺offensive
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 all checks made as part of a reaction (such as Reactive Strike attack rolls). Critical Failure As failure, but the creature is Drained 2.
Description
Ritual circles barely anchor the ancient stasis magic, which dissipates erratically when disturbed.