Nightmare Wellspring CR 7
N haunt (five 5 ft. by 10 ft. beds)
Caster Level 7th
Notice Perception DC 18 (to feel bubbles expanding under the skin)
hp 14; Trigger proximity; Reset none
Effect The nightmare wellspring haunt triggers when creatures rest in its area, forcing them to have horrifically realistic nightmares. Sleeping creatures make a DC 12 Will save or watch in terror as tiny opaque arms burst from the hides from their allies, dealing 2d6 piercing damage to another sleeping creature each minute for 1d4+2 minutes (creatures can attempt a new Will save every minute). For every minute this continues, another sleeping creature is targeted by the effect and takes 2d6 piercing damage.
Succeeding on the first saving throw awakens a creature to another nightmare, seeing the tiny creatures slinking about the area and attacking every living thing in sight. Sleeping creatures that make a DC 17 Will save actually awaken, revealing that the nightmare wellspring was a dream within a dream; failure on this save leaves a creature awake, but they are shaken for the next 24 hours (this includes creatures normally immune to fear).
Destruction The air pressure decreases as the nightmare wellsping haunt finishes its course and the apparition destroys itself.
Adventure Hook The nightmare wellspring haunt should remind the adventurers of the malfunctioning skurgxon and the chaos it caused, as well as the lost town of Ullast and that something grand indeed must be at play. It should also make the party question just what is real and what is not, especially given their recent experience with the opsjena.
[Submitted by Tim Snow!]