Mendacious Materials: Shadow Amber Road Haunt

SHADOW AMBER ROAD     CR 6
XP 2,400
CE persistent haunt (two tunnel entryways totalling no more than 30 ft. square)
Caster Level 6th
Notice Perception DC 10 (to hear see ethereal clouds around the amber)
hp 27; Trigger touch; Reset 1 day

shadow amber road hauntEffect When this haunt is triggered, the shadow amber road reaches out to cover and flow over the limb of the creature touching it (DC 19 Fortitude negates). Creatures with a limb encased by shadow amber ore cannot remove armor and is unable to wield or manipulate anything with the limb. If the encased limb is an arm, the creature gains a slam attack as a natural weapon (1d4 for Small-sized creatures, 1d6 for Medium-sized creature) and a +4 natural armor bonus to AC.
Every time a creature under the effects of the shadow amber road haunt sleeps, they receive a Fortitude save (DC 19 + 1 per previous check) or take 1d4-1 Charisma damage (minimum 1); this damage is permanent until the shadow amber ore is removed.
Shadow amber ore encasing a limb is immune to all weapon damage, has 40 hit points (30 hit points if on a Small-sized creature), and has fast healing 10. For every point of Charisma damage the shadow amber ore deals, its fast healing ability is reduced by 1 (to a minimum of 1).

Destruction The site of the shadow amber road haunt must be blessed by a stonespeaker in a ritual that takes 4 hours, then assaulted with elemental damage from extraordinary effects produced by a svirf scientist’s equipment.

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