Unwelcoming Facade
Level 10HazardAbilities
Trigger A Small or larger creature approaches within 30 feet of the house's exterior --- Effect A wave of malice fills the minds of all living creatures outside of the manor within 60 feet of it with overwhelming fear; each creature must attempt a DC 29 will save. --- Critical Success The creature is unaffected and is temporarily immune to Horrifying Vision for 24 hours. In addition to this temporary immunity, the creature can attempt a DC 23 occultism or DC 23 religion check as a free action to notice that despite there being only one face in the facade, several spiritual echoes seem to infuse the building. On a critical success, the creature realizes that only the most powerful force infusing the manor is evil and that the other elements are non-hostile spirits who are overwhelmed and trapped by that singular force. Success The creature experiences a brief vision of the manor's facade twisting into an immense, horrific face and becomes Frightened 1. The creature can attempt the same DC 33 occultism or DC 33 religion check as above, but the DC increases to 33. Failure As failure, but the creature becomes Frightened 2 and is Fleeing for as long as it remains frightened. The creature can attempt the Occultism or Religion check to Recall Knowledge normally (DC 33). Critical Failure As failure, but the creature can't reduce its frightened condition below 1 for 1 minute. In addition, the overwhelming fear causes the creature to become Stupefied 1; this condition persists until it's cured magically or the hazard is disabled.
Description
An unsettling wave of malice and sinister energy ripples invisibly out from the manor, causing those who view the building to see a leering, evil face glaring at them from the structure's architecture.