Somewhat Haunted Hollows

Level 1Hazard (Complex)
HazardUniqueLargeRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Unique
Complex Hazard
Stealth +7
Disable DC 14 diplomacy (trained), DC 14 nature (trained), or DC 14 religion (trained) to set the spirits to rest or DC 17 deception, DC 17 intimidation, or DC 17 occultism to convince the spirits that their eternal rest is coming soon. A PC may make a Strike against AC 13 to destroy a single table or chair in the room, this functions as a successful check to Aid another PC attempting to disable the haunt; two total successes are required to disable the haunt. If all of the tables and chairs are destroyed, the haunt is temporarily disabled until dawn of the next day.
Recall Knowledge occultism DC 25

Attacks

Melee Table Flip +9/+4/-1(reach 10 ft.)
Damage: 1d6+3 bludgeoning
Ranged Chair Toss +9/+4/-1 (range 30 ft.)
Damage: 1d6 bludgeoning

Abilities

Warped Wood

Trigger Any living or undead creatures approach within 30 feet of the haunt's locus (the center of the open balcony) inside the tavern --- Effect The haunt makes a table flip Strike with a reach of 20 feet against a random creature in the area, and then rolls initiative.

Description

The spirits of innumerable dryads and peaceful wood elementals, ripped from their bodies as they were turned into furniture, writhe and seethe, lashing out at both living and undead alike.

Traits