Vengeful Spirits
Level 5Hazard (Complex)HazardMediumLegacy
AC
10
HP
52
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+15
Stealth
+15
Recall Knowledge DC 20 (occultism)
Disable Two DC 26 occultism or DC 26 religion (trained) to exorcise the spirits. A creature can either inflict 4 mental damage to the haunt or permanently lower the DC of checks to exorcise the spirits 1 by succeeding at a DC 22 diplomacy check to calm the spirits, a DC 22 nature check to use kami-specific warding incantations, a DC 20 occultism check to leverage obscure haunt lore, or a DC 22 religion check to use a lesser exorcism. Any creature currently frightened by the haunt is a potential target for inflicting damage to the haunt; mental and vitality damage only affect such a host creature if they choose to be affected, while force or similar damage harms both the haunt and the host equally.
A cadre of evil spirits assails people's minds throughout the stretch of forest. The spirits first afflict their hosts with visceral images of their own deaths, then try to recreate their deaths by forcing their hosts to inflict similar wounds upon themselves. Creatures frightened by the haunt appear to have ephemeral masks with horns, tusks, and yellow eyes over their faces.