Hall Of Fiery Doom
Level 10Hazard (Complex)HazardMediumLegacy
AC
10
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth
+32
Recall Knowledge DC 27 (occultism)
Disable Two DC 32 athletics or DC 32 diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two DC 35 arcana, DC 35 occultism, or DC 35 religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.
While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames.