Stranded Melody (5-6)

Level 6Hazard (Complex)
HazardMediumLegacy
AC
0
HP
10 (BT 5)
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
15
Recall Knowledge DC 22 (arcana)

Attacks

Ranged Solid Refrain +17, Damage 2d8+4 sonic

Abilities

Opening Melody

Trigger A creature enters area B3


Effect Winds surge into the room. The hazard rolls initiative.

Mesmerizing Duet

When a creature fails a Performance check to Disable the melody, the elemental plays along before taking over the performance. Creatures in the area must attempt a DC 22 will save to resist becoming fascinated by the melody.

Regardless of the result of the saving throw, the creature is then temporarily immune to Mesmerising Duet for 1 hour.


Critical Success The creature is unaffected.

Success The creature is Stupefied 1 for 1 round.

Failure The creature is Fascinated for 1 round; th

Disable DC 24 performance (expert) twice to duplicate the melody and appease the elemental, or DC 27 arcana (expert) and then DC 24 diplomacy (trained) to guide the elemental through a planar tear elsewhere in the manor. Each attempt to Disable the hazard requires two actions, and each successful check to Disable removes one action from the hazard's routine.

Planar winds summoned from beyond sweep through the room, song and sound carried adrift on their current. This air elemental is trapped on the Material Plane and can't escape.