Singe (1-2)

Level 1Hazard (Complex)
HazardUniqueMediumRemaster
AC 13
HP 25 (BT 12)
Speed 0 ft.
Fort +4
Ref +7
Will +10
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +7
Disable DC 17 pathfinder-society-lore (trained) to persuade Singe that you are Pathfinders or DC 17 religion(trained) to perform rites to lay Singe to rest; two total successes are required to disable the haunt
Immunities critical hits, precision
Resistances all 3 (except force, ghost touch, spirit, vitality; double vs non magical)
Weaknesses vitality 3
Recall Knowledge occultism DC 25

Attacks

Melee Long Gun +9/+4/-1
Damage: 1d6+3 force

Abilities

Repel Boarders!offensive

Trigger One or more creatures steps onto the Whippoorwill's wreckage --- Effect Singe makes a long gun Strike against a random creature in the area, uses Lookout's Warning, and then rolls initiative.

Lookout's Warningoffensive

Singe lets out one of the following cries, in order (repeating from the top, if necessary). Everyone in the haunt's area must attempt a DC 17 will save. On a success, the creature is unaffected; on a critical success, it also gains a +2 circumstance bonus on its next save vs. Lookout's Warning. Other effects depend on the specific cry below. • Thar She Blows: "Captain, look! A huge whale! It's coming toward us—fast!" On a failure, the creature is Fascinated for 1 round, looking for the whale; on a critical failure it's fascinated for 1 minute, and the condition doesn't end if Singe makes a Strike on an ally or uses Lookout's Warning. • No Quarter: "It's coming around again! It's relentless! Brace for impact!" On a failure, the creature is tossed off balance; it is Off-Guard for 1 round. On a critical failure, it's also knocked Prone. • Shark Bait: "Captain, it's hopeless! It's going to destroy the ship!" On a failure, a sense of doom fills the creature, which becomes Frightened 1. On a critical failure, the fear is overwhelming, and it becomes Frightened 2 and Stunned 1. • Going Down with the Ship: "Get below, captain, and secure the Forked Key! I'll try to give you time!" On a failure, the creature must spend one action putting an item it is holding away; if it is not holding anything, it is Fleeing for one action. On a critical failure, it must spend three actions in a combination of putting away any items it is holding and fleeing.

Description

Singe's spirit lingers in the Whippoorwill's crow's nest, where it calls out warnings and shoots intruders.

Traits