Stranded Melody (7-8)

Level 8Hazard (Complex)
HazardMediumLegacy
AC
0
HP
10 (BT 5)
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
18
Recall Knowledge DC 24 (arcana)

Attacks

Ranged Solid Refrain +20, Damage 2d10+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 24 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 27 performance (expert) twice to duplicate the melody and appease the elemental, or DC 30 arcana (expert) and then DC 27 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.