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 aLimbo overlap in the Dreaming Island, although never with anameslari 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).
d20Warpwave 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 theprotean that was slain on the Plane of Dreams by aninevitable wielding an ameslaridreamblade. 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.
Doohan’s Doom CR 9 XP 6,400 Persistent CE haunt (500 ft. radius area of effect) Caster Level 9th Notice Perception DC 20 (to smell the scent of sulphur) hp 40; Trigger proximity; Reset 1 hour
Effect The constant shifting of the planes that intersect to form the distinct environment of Alucinar causes Doohan’s doom to manifest in a random location within the Dreaming Island each time an unfortunate traveler is unlucky enough to experience its consequences. Creatures with an Intelligence of 1 or greater that enter the area of Doohan’s doom must make a DC 25 Reflex save or be instantly transported up to 5d100 feet away in a random direction. Failure on the save triggers an additional DC 25 Will save to avoid materializing within a “solid” object that deals 1d10 damage. Given the nature of Alucinar many objects are both real and illusionary at the same time, depending largely on the viewer’s belief in the state of that object. Each subsequent round those that materialize within a “solid” object may make an additional Will save (DC 25 – 1 per previous save) to disbelieve their current state or suffer an additional 1d10 damage. Creature receive a +5 conditional bonus to their Will save others are actively attempting to convince them the object they believe themselves to have materialized in is not real.
Destruction Doohan’s doom can only be destroyed by making a DC 32 Survival check to locate the physical remains of the mad gnomish wizard and taking them back to the Prime Material Plane, thus allowing Doohan the escape from Alucinar he so eagerly sought while living.
Background Doohan was a gnomish wizard who sought to understand the mysteries of Alucinar and though he meticulously refined his own batch of dreamwalker dust in preparation, he failed to do so properly. Unfortunately for Doohan when he snorted the dust he subsequently entered into a dream state he could not awake from, but rather than just his subconscious mind entering the Plane of Dreams his entire being was transported to the Dreaming Island. Subjected to the changing landscape of Alucinar, as well as the arcane energies released by the intersection of the various planes that touch the Plane of Dreams and the sometimes frightful visions of unconscious minds, the gnome slowly went insane. His grasp of reality slipping, he sought to use his knowledge of magic to escape his fate but after several failed teleportation spells, he eventually found himself trapped in what he perceived to be a solid mass of volcanic rock. As with many things in the Plane of Dreams, perception is reality and Doohan thus died in Alucinar from his belief in another being’s unconscious dream. His spirit is now corrupted and seeks to torment others by subjecting them to similar circumstances.
Dreaming Terror HauntCR 8 XP 4,800 Persistent NE haunt (40 ft. by 40 ft. grove) Caster Level 9th Notice Perception DC 20 (to smell the scent of burning human flesh) hp 36; Trigger proximity; Reset 1 day
Effect The dreaming terror haunt exists in the Dreaming Fields area of the Mangrove Maze where the living spores of mentis quie are most prominent. Creatures entering the dreaming terror haunt’s area must make a DC 20 Will save or fall into a magically induced slumber for 1d4 minutes. While in this slumber, affected creatures witness a distorted version of reality similar to that of the Plane of Shadow. Additionally, sleeping creatures must make another DC 20 Will save or be plagued by unsettling spectral visions of demonic versions of their family and friends attacking them, becoming fatigued and taking 1d10 points of damage upon waking from the nightmarish slumber. Arcane spellcasters are unable to regain spell slots or prepare spells for 24 hours after succumbing to the dreaming terror haunt.
Destruction The dreaming terror haunt can only be destroyed by making a DC 20 Survival check to locate the remains of an acolyte that was burned alive by the Mud King for standing against him and casting bless on the burial area to free the tormented spirit.
Background Darius was a young acolyte in service to the great cabal of mages that unsuccessfully tried to murder the Mud King. While those mages suffered their own ill fate at the hands of the demon (being transformed into minotoyles) Darius was the recipient of a much more psychologically horrifying fate that continues to torment his spirit to the this day; to punish him To punish the Mud King’s minions built a pyre of living mentis quie spores upon which to burn Darius alive. The fiendish lord cast an illusion upon the mage’s mind to make him believe that the Mud King’s servants were his own family and friends, and then beat Darius and tied him to a stake atop the pyre before setting it ablaze. As the smoky vapors generated by the burning spores of the mentis quie swirled and danced around Darius’ body within the flames, his mind perceived the onlooker to be his family and friends laughing at the spectacle of his demise. Whether it was the abyssal magic of the Mud King, the burning of the exotic local flora, or the combination of the two is not clear, but the mage’s spirit has been trapped on a plane of dreams lost for all time (a land known as Alucinar) until someone else sees fit to perform the rites necessary to allow him the eternal peace he now deserves.
Graceless Cackle Haunt CR 7 XP 3,200 CN haunt (30 ft. by 30 ft. grove) Caster Level 7th Notice Perception DC 21 (to hear the lamentations of a suffocating dwarf and maddened dwarf) hp 31; Trigger proximity; Reset 1 day
Effect When the graceless cackle haunt is triggered, creatures within its area must make a DC 14 Fortitude save or take a -6 penalty to Dexterity as they become noticeably clumsy for 3d4 minutes. Creatures that make this initial Will save are forced to make a DC 14 Will save or laugh uncontrollably for 2d6 minutes (creatures laughing from the graceless cackle haunt are unable to cast spells with verbal components).
Destruction The graceless cackle haunt can only be destroyed by a mute dwarf grinding Shlyappa ore into a fine powder before being mixed it into mead it then drinks until intoxicated, at which point the mute dwarf must walk the perimeter of the haunt’s area of effect, heel to toe, while pulling on its ears.
Surdus and Gavisus were dwarven brothers that traveled the length and breadth of Shlyappa centuries ago. The younger of the duo, Surdus was born a mute with a propensity for clumsiness and when a mining accident orphaned the pair, his older brother Gavisus was made to become the caretaker. Known to be a jovial fellow always found with a red-cheeked smile, Gavisus also liked to partake of dwarven ale in a manner that even other stout folk found obsessive.
The older brother eventually became dependent upon brew and rather untoward his sibling, and eventually Surdus’ spirit—one evening while camping in a grove the young mute poisoned Gavisus’ ale, hoping the drunkard would fall into a stupor from which he’d never wake. Unfortunately for Surdus duplicity was in their blood and his older brethren had decided that same night to murder him as well. After asphyxiating his brother, Gavisus paced in a circle around the grove laughing and crying maniacally until he succumbed to the poison ale and death’s embrace took hold, and the thump of the dwarf hitting the ground and or his younger brother’s deathly cackle can still be heard by travelers that wander the tunnels of Shlyappa.
THE BEST monsters from the vast library of AdventureAWeek.com modules and the ENnie winning-AaWBlog, carefully curated and developed for maximum dismemberment, maiming, and mayhem! There’s a growing number of creatures in this fantastic Pathfinder RPG supplement and you (or your GM!) needs to take a look at this amazing project before the campaign ends!