

Sea of Chaos CR 11
XP 12,800
Persistent CN haunt (2-mile-radius area of effect)
Caster Level 10th
Notice Perception DC 20 (to notice a shimmer in the surrounding landscape)
hp 49; Trigger proximity; Reset 1 day
Effect The sea of chaos haunt manifests each day within 1000 ft. of a Limbo overlap in the Dreaming Island, although never with an ameslari within its area of effect. Creatures that trigger the sea of chaos haunt are always at the center of its area of effect when it manifests. While the terrain within the sea of chaos does not change randomly as it does in a Limbo overlap, it does shimmer and give the illusion of the landscape moving as if it were a large body of water. Creatures within the area of effect must make a DC 26 Reflex save or be caught in a sudden gravity surge. Creatures thus affected take a -2 penalty on all Strength checks and lose all Dexterity bonuses to AC due to the awkwardness of working against the increased gravity. These penalties remain for the duration of a creature’s exposure to the haunt. Creatures that successfully avoid the intense gravity surge must make a DC 26 Fortitude save or be affected by a randomly occurring warpwave (roll 1d20 and consult the table below for the actual effect).
d20 Warpwave effect
1 2 Strength damage
2 2 Dexterity damage
3 2 Constitution damage
4 2 Intelligence damage
5 2 Wisdom damage
6 2 Charisma damage
7 1 negative level
8 blinded or deafened for 1d4 rounds
9 confused for 1d4 rounds
10 entangled by filaments of energy for 1d4 rounds
11 fatigued (or exhausted if already fatigued)
12 nauseated for 1d4 rounds
13 stunned for 1d4 rounds
14 sickened for 1d4 rounds
15 staggered for 1d4 rounds
16 gain 4d6 temporary hit points
17 affected by a heal spell (CL 10th)
18 petrified as flesh to stone (CL 11th)
19 affected by baleful polymorph (CL 10th)
20 parts of creature’s body burst with energy of a random type (acid, cold, electricity, or fire), dealing 4d6 points of energy damage to it
Destruction The sea of chaos haunt can only be destroyed by making a DC 40 Survival check to track down one of the nomadic ameslari tribes in Alucinar, and then succeeding on a DC 45 Diplomacy check to convince one of the tribe to make a pilgrimage to Limbo and become a cleric of the dualistic deity of that plane, thereby completing the original mission of the protean that was slain on the Plane of Dreams by an inevitable wielding an ameslari dreamblade. Only by performing these tasks can the spirit of the fallen protean Kazlei be released to return to Limbo and potentially be reborn as a protean once more.
[Submitted by Michael Smith!]