Thirst (Haunt)

Thirst     CR 9
XP 6,400
CE haunt (20ft. radius)
Caster Level 8th
Notice Perception DC 27 (to hear the faint echo of hoarse screams for water on the desert wind)
Hp 8; Trigger proximity; Reset 1 hour

Effect When entering the haunt’s area, three ghostly figures rise from the sand and try to enter three randomly determined party members; A DC 19 Will save pushes the ghostly apparitions back into the ground. On a failure, the apparition touches the subject and they must succeed on a Fortitude DC 19 save or die from instant and catastrophic dehydration. Even if the Fortitude save is successful, the subject takes 2d6 points of damage and gains the fatigued condition

Destruction 15 gallons of water must be poured out over the sandy area where the haunt manifests, then burial rites must be performed for all three apparitions by a cleric of good-aligned god. While the destruction ritual takes place the haunt does not manifest, but should any part of the ritual be performed the wrong way—a DC 20 Knowledge (nature) or Knowledge (religion) check—it manifests immediately.

Adventure Hook This haunt is all that remains of three adventurers who traveled into the desert with too little water in their rations. They all died of thirst, and the dried out husks of their bodies are now lying under a few feet of sand. 

 

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