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#region(''目次'') #contents() #endregion **&aname(botanical)Botanical Haunts &small(){&link(Isolation Haunt){https://aonprd.com/Rules.aspx?Name=Botanical%20Haunts&Category=Haunts}}  &b(){出典} &i(){Pathfinder #144: Midwives to Death 65 49ページ}  Botanical haunts are masses of vegetation that work as a single entity to fight against invaders in their territory. Their animating force typically originates from vengeful nature spirits, such as a corrupted dryad or angry kami. Botanical haunts differ from standard haunts in several important ways.  Botanical haunts are not fear effects. They take damage from negative energy, rather than positive energy. Spells that normally harm plants or plant creatures, such as blight, diminish plants, and horrid wilting, also affect botanical haunts. If an applicable spell would not normally deal damage to a haunt, it deals 2d6 points of damage per spell level to the botanical haunt. In addition, botanical haunts can be harmed with weapons that are particularly suited to chopping through foliage—they take half damage from nonmagical slashing weapons, or full damage from magical slashing weapons. These massive beings are hardier than standard haunts and thus have twice as many hit points.  The standard destruction condition for a botanical haunt is when the plant is entirely destroyed, which requires an hour of work and a successful Knowledge (nature) check (DC = 15 + twice the haunt’s CR) to thoroughly remove the plant’s roots. This destroys the haunt, but the animating nature spirit is likely to seek another vessel. The only way to permanently destroy a botanical haunt is by placating the spirit animating it; the exact method required depends upon the spirit’s grievance. ---- ***&aname(isolation-haunt)隔離の霊障 &small(){&link(Isolation Haunt){https://aonprd.com/Haunts.aspx?ItemName=Isolation%20Haunt}}  &b(){出典} &i(){Construct Handbook 49ページ}  &b(){CR} ―; &b(){XP} 0  中立にして悪/霊障(半径30フィート)  &b(){オーラ} 微弱・力術  &b(){術者レベル} 5  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC20 (周囲の音が消え、他の音が静かになるのに気付く)  &b(){HP} ―; &b(){発現条件} 近接; &b(){再発現} 1日  &b(){効果} 各目標は、自分が世界で一人っきりであると信じる。 味方と見なす者を認識したり、目標にしたり、対話したりすることはできない。 これは[精神作用]効果ある。 DC 12の意志セーヴで成功したクリーチャーは、この効果を無効化する。  &b(){破壊} 霊障の場所で少なくとも1時間続く友情の騒々しい祭事を行う。  &b(){注意}:Haunted Constructのモンスターの欄を参照せよ。 ---- ***&aname(flytrap)ハエトリグサ &small(){&link(Flytrap){https://aonprd.com/Haunts.aspx?ItemName=Flytrap}}  &b(){出典} &i(){Pathfinder #144: Midwives to Death 65ページ}  &b(){CR} 4; &b(){XP} 1,200  真なる中立/[[持続性>霊障#persistent]]・botanical・霊障(半径20フィート)  &b(){術者レベル} 4  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC20(不規則に開閉するハエトリグサの頭部を見つける)  &b(){HP} 36; &b(){発現条件} 近接; &b(){再発現} 1日  &b(){効果} この自我のあるハエトリグサの区画は、口の周りに鋭い毛を生やし、高濃度の酸を使用して獲物を消化する。 毎ラウンド、ハエトリグサの霊障は、影響を受けた範囲の各クリーチャーに対して+4ボーナスで近接攻撃を行い、命中すると2d6ポイントの[強酸]ダメージと1d6ポイントの刺突ダメージを与える。  &b(){破壊} 近くに住処を作っている[[アキューザー・デヴィル>B2/デヴィル#Accuser-Devil]]の巣を根絶しなければならない。 ---- ***&aname(following-footsteps)Following Footsteps &small(){&link(FlytFollowing Footstepsrap){https://aonprd.com/Haunts.aspx?ItemName=Following%20Footsteps}}  &b(){出典} &i(){Ultimate Wilderness 133ページ}  &b(){CR} 4; &b(){XP} 1,200  混沌にして中立/variant ・霊障(半径20フィート)  &b(){オーラ} 中程度・心術(強制)  &b(){術者レベル} 7  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC10(to notice nearby strange footprints and hear rustling in nearby underbrush)  &b(){HP} 8;&b(){脆弱性} 負のエネルギー(see echoes of the first world);&b(){発現条件} 近接; &b(){再発現} 1週間  &b(){効果} Strange animal noises pervade the underbrush within the area of the echo, and strange tracks can be easily discovered. Non-fey viewing the tracks are fascinated by them and are compelled to follow (DC 16 Will negates). Each creature that fails this save follows a different set of tracks only it can perceive, moving in a random direction for up to 1 minute at a speed of 20 feet per round. This effect continues even if the creature leaves the echo’s area. At the end of each of its turns following the tracks, a creature can attempt a new Will saving throw to negate the effect. If it fails three such saving throws, the creature must follow the tracks for the remaining duration. Break enchantment or a similar effect cast on an affected creature removes this compulsion. This is a mind-affecting effect.  &b(){利益} Creatures viewing the tracks and compelled by the echo are not allowed subsequent saves, and must follow the tracks for 1 hour instead of 1 minute, unless the compulsion on the creature is removed by break enchantment or a similar effect.  &b(){破壊} A character who succeeds at her initial saving throw against the compulsion can attempt to deal damage against the echo by disrupting the original tracks. This requires the use of Survival as a full-round action. With a successful DC 24 Survival check, such a character deals 1d6 points of damage to the echo. If the result of the Survival check used in this way is a natural 20, she deals 2d6 points of damage to the echo instead. Casting find the path and touching the tracks (treating it as a creature for this use) destroys the haunt instantly. ---- ***&aname(death-of-curchanus)Death of Curchanus &small(){&link(Death of Curchanus){https://aonprd.com/Haunts.aspx?ItemName=Death%20of%20Curchanus}}  &b(){出典} &i(){Horror Realms 62ページ}  &b(){CR} 6; &b(){XP} 2,400  混沌にして悪/persistent variant・霊障(半径20フィート)  &b(){オーラ} 中程度・心術(強制)  &b(){術者レベル} 6  &b(){神格} Lamashtu  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC0(to hear the sound of howling and screeching beasts)  &b(){HP} 27;&b(){脆弱性} good or lawful spells or effects;&b(){発現条件} 近接; &b(){再発現} 1日  &b(){効果} Remnants of Lamashtu’s power awaken bestial ferocity within those who walk upon this unholy ground. All creatures must succeed at a DC 16 Will saving throw or experience the effects of the moonstruck spell. Additionally, worshipers of Desna who fail the saving throw take 2d6 points of slashing, bludgeoning, and piercing damage each round for the next 5 rounds as deep gashes and bite marks appear all over their bodies. These bites do not count as an attacker for the purposes of determining a Desnan’s actions. Creatures that worship Lamashtu gain the bite and claw attacks that moonstruck grants for 24 hours without any ill effects. If they already have claws or a bite attack, these attacks deal damage as if they were two size categories larger.  &b(){破壊} If a cleric of Desna with the Travel domain casts find the path on the resonance, it is permanently destroyed. When the spell is cast in this way, it has no other effect.  Long ago, the god Curchanus was the patron of beasts and travel. The demon lord Lamashtu envied Curchanus’s power and seized an opportunity to lead Curchanus into a trap. With the god in her clutches, Lamashtu wrenched away his dominion over beasts and claimed it for herself by murdering Curchanus. Although Lamashtu was unable to stop Curchanus from granting his dominion over travel to his friend Desna, she siphoned enough power from the god to fuel her own ascent into divinity over his withered husk. Miraculous Resonances When deities interact with the world directly, their influence can persist in the form of miraculous resonances. These regions often become pilgrimage sites for the deity’s worshipers.  The resonances sense the presence of their creator’s influence and react differently to their creator’s followers than to all others they encounter. Typically, they grant the faithful a benefit for 24 hours, though a single pilgrim can receive a manifestation’s blessing only once. A miraculous resonance haunt has an alignment identical to the deity with which it resonates. These resonances typically manifest in areas where the associated deity’s worship has traditionally been strong, but they can appear anywhere where such worship is particularly potent or where the deity has brushed against the Material Plane at some point in the past.  Miraculous resonances are vulnerable to forces connected to other deities, as well as spells that oppose their deity’s nature. Spells with an alignment descriptor that does not match the haunt’s alignment deal 1d6 points of damage per spell level (or the spell’s damage against an aligned outsider, whichever is higher). While weapon attacks cannot normally harm miraculous resonances, these haunts take any extra damage that specifically affects creatures of their alignment, such as the 2d6 points of extra damage from a holy weapon or the extra damage from a paladin’s smite evil. Such attacks target an AC of 5. Channeled energy can damage a resonance, so long as the creature channeling the energy has a patron deity of a different alignment than the haunt. ---- ***&aname(drought-s-end)Drought's End &small(){&link(Drought's End){https://aonprd.com/Haunts.aspx?ItemName=Drought%27s%20End}}  &b(){出典} &i(){Horror Realms 62ページ}  &b(){CR} 7; &b(){XP} 3,200  混沌にして悪/persistent variant・霊障(半径30フィート)  &b(){オーラ} 中程度・心術(強制)  &b(){術者レベル} 7  &b(){神格} Gozreh  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC0(to hear a rumbling thunderstorm)  &b(){HP} 31;&b(){脆弱性} chaotic, evil, good, or lawful effects;&b(){発現条件} 近接; &b(){再発現} 1日  &b(){効果} A fierce storm rages, bringing windstorm-strength winds and pouring rain. Each round for 6 rounds, a bolt of lightning strikes a random creature within the area, dealing 5d10 points of damage (Reflex DC 17 half). A worshiper of Gozreh who stays in the area of the resonance for its entire 6-round duration gains the ability to cast each of the following spells once, with a caster level equal to her Hit Dice: alter winds, resist energy (electricity only), and water breathing. The ability to cast these spells persists until it is expended.  &b(){破壊} Control weather immediately destroys this haunt. When the spell is cast to destroy a drought’s end, the spell has no other effect on the surrounding weather.  The dualistic deity Gozreh, as ancient as the sky and the sea themselves, rarely interferes directly in mortal affairs. He is a gentle breeze and a fierce hurricane, speaking in the whisper of wind through rustling leaves and the ground-shaking rumble of thunder. When Gozreh answered the prayers of a coastal village shriveling under a drought, she unleashed a mighty thunderstorm over the entire region. A small portion of the storm still rages centuries later, granting boons to the faithful who prove themselves against its fury. ****Miraculous Resonances When deities interact with the world directly, their influence can persist in the form of miraculous resonances. These regions often become pilgrimage sites for the deity’s worshipers.  The resonances sense the presence of their creator’s influence and react differently to their creator’s followers than to all others they encounter. Typically, they grant the faithful a benefit for 24 hours, though a single pilgrim can receive a manifestation’s blessing only once. A miraculous resonance haunt has an alignment identical to the deity with which it resonates. These resonances typically manifest in areas where the associated deity’s worship has traditionally been strong, but they can appear anywhere where such worship is particularly potent or where the deity has brushed against the Material Plane at some point in the past.  Miraculous resonances are vulnerable to forces connected to other deities, as well as spells that oppose their deity’s nature. Spells with an alignment descriptor that does not match the haunt’s alignment deal 1d6 points of damage per spell level (or the spell’s damage against an aligned outsider, whichever is higher). While weapon attacks cannot normally harm miraculous resonances, these haunts take any extra damage that specifically affects creatures of their alignment, such as the 2d6 points of extra damage from a holy weapon or the extra damage from a paladin’s smite evil. Such attacks target an AC of 5. Channeled energy can damage a resonance, so long as the creature channeling the energy has a patron deity of a different alignment than the haunt. ---- ***&aname(bountiful-feat)Bountiful Feat &small(){&link(Bountiful Feat){https://aonprd.com/Haunts.aspx?ItemName=Bountiful%20Feat}}  &b(){出典} &i(){Pathfinder #144: Midwives to Death 65ページ}  &b(){CR} 8; &b(){XP} 4,000  真なる中立/persistent botanical・霊障(最大半径40フィート)  &b(){術者レベル} 8  &b(){神格} ゴズレー  &b(){感知} Knowledge (nature)あるいはSurvival DC25(to notice abnormalities in its fruits)  &b(){HP} 72;&b(){発現条件} 接触; &b(){再発現} 1時間  &b(){効果} This haunt appears as a large grove of trees or patch of berry-laden bushes covered in perfectly ripe and delicious-looking fruit native to the area. The haunt notices Small or larger creatures and triggers as soon as such a creature attempts to grab a fruit. As soon as it is triggered, the fruits near every Small or larger creature in the area explode into a cloud of carnivorous seeds coated in poison that infest their targets’ flesh.  These seeds have two effects. First, the poison is a powerful neurotoxin that paralyzes its victims (bountiful feast poison: contact; save Fort DC 20; frequency 1/ round for 10 rounds; effect paralysis for 1 round; cure 2 consecutive saves). Second, the seeds quickly feed upon unmoving prey; on each round that an infested creature does not spend a move action to move at least 10 feet, it must succeed at a DC 18 Fortitude save or take 1d6 points of Constitution damage as the seeds feed upon the nutrients in its body. This effect ends only if the haunt is destroyed or the seeds are removed from the creature’s body (see below). If a creature dies from this Constitution damage, its body explodes into a 5-foot-radius area of fruiting plants that is added to the haunt’s area (even if it is outside of the haunt’s typical radius). For each point of Constitution damage the seeds deal, the haunt gains 3 temporary hit points. These temporary hit points last for 1 hour.  Extracting the seeds from an affected creature requires a successful DC 25 Heal check as a standard action. Regardless of whether the check succeeds or fails, the target takes an amount of damage equal to 1d6 times the amount of Constitution damage it has already taken from the seeds. Spells such as remove disease and heal can also treat the affliction, in which case the target doesn’t take hit point damage.  &b(){破壊} IThe demon-possessed dryad in the nearby crypt must be defeated and its ashes scattered around the dryad’s tree. ---- ***&aname(robotic-reactivation)Robotic Reactivation &small(){&link(Robotic Reactivation){https://aonprd.com/Haunts.aspx?ItemName=Robotic%20Reactivation}}  &b(){出典} &i(){Horror Realms 63ページ}  &b(){CR} 8; &b(){XP} 4,800  真なる中立/chained persistent variant・霊障(20-ft. radius centered on the activated robot)  &b(){術者レベル} 8  &b(){感知} Perception DC 20 (to hear whirring mechanisms springing to life)  &b(){HP} 36;&b(){弱点} harmed by Disable Device DC 23 and electricity effects (immune to positive energy);&b(){発現条件} proximity; &b(){再発現} 1時間  &b(){効果} A whirling cloud of miniature repair robots animates and reactivates a dormant myrmidon robot. The repair robots follow the myrmidon and augment its defenses. The myrmidon’s force field improves to 75 hit points with fast healing of 15, and the myrmidon gains a +2 bonus on all saving throws and to AC.  &b(){破壊} IDestroying the myrmidon prevents this technological surge from recurring.  When an ancient starship crashed on Numerian soil millennia ago, countless robots emerged, terrorizing anyone unfortunate enough to cross their paths. Some robots still lie dormant within the scattered wreckage, waiting for a signal or a stray surge of power to reactivate. Technological Surges  Advanced technology remains a mystery to most denizens of Golarion. In places where these wonders lie abandoned, such as the wrecks of the starships that crashed on Numerian soil or the mysterious halls of the Empty Lands of Apostae, strange interactions with unstable power sources can coax circuits back to life. GMs might consider using these same rules to handle other advanced magic and technology, such as a malfunctioning Shory sky city or a newly uncovered marvel of Azlanti electro-thaumaturgy.  The animating force behind technological surges is not life energy, but electricity. As such, technological surges cannot be harmed with positive or negative energy. Instead, stopping them requires shutting down their function. Anyone trained in Disable Device can use the skill to attempt to disrupt the surge, and characters with the Technologist feat can use Knowledge (engineering) instead and gain a +5 bonus on either skill check. The DC of the skill check is equal to 15 + the haunt’s CR. Each successful check deals 5 points of damage plus 1 additional point of damage per point by which the result exceeds the DC. A discharge or greater discharge spell that targets a technological surge inflicts damage equal to the spell’s caster level (for discharge) or 1d4 points per caster level (for greater discharge). Electromagnetic effects, such as those caused by an EMP pistol or rifle, inflict normal damage to a technological surge. Other similar effects may well have an impact on a surge at the GM’s discretion.  A technological surge’s caster level represents its strength. Technological surges are completely nonmagical. Their effects cannot be disrupted with antimagic field, dispel magic, or similar abilities, even when they replicate spell effects. All technological surges are neutral aligned. ---- ***&aname(network-of-lasers)Network of Lasers &small(){&link(Network of Lasers){https://aonprd.com/Haunts.aspx?ItemName=Network%20of%20Lasers}}  &b(){出典} &i(){Horror Realms 63ページ}  &b(){CR} 9; &b(){XP} 6,400  真なる中立/persistent variant・variant・霊障(up to 45-ft.-square room)  &b(){術者レベル} 9  &b(){感知} Perception DC 30 (to hear a faint humming)  &b(){HP} 40;&b(){弱点} harmed by Disable Device DC 24 (immune to positive energy);&b(){発現条件} proximity; &b(){再発現} 1日  &b(){効果} On the first round, a network of lasers detects all corporeal Diminutive or larger creatures in the area, excluding invisible creatures. Heavy blast doors drop to bar creatures from exiting the room (break DC 35). On the second round, one laser activates for each creature detected and fires concentrated beams at its targets (+12 touch, 5d6 points of fire damage). The lasers fire each round for 5 rounds unless disabled or destroyed. Destroying the lasers without disabling the surge is difficult—each laser has 10 hardness and 20 hp. The blast doors reopen if the surge is disabled or if all of the laser guns are destroyed.  &b(){破壊} Disabling the surge is sufficient to stop the network from reactivating.  The wards guarding priceless artifacts can persist long after the treasures they protect have faded into obscurity. Whatever safety measures once kept these ancient wards in check are long forgotten, and those foolhardy enough to explore the ruins of technologically advanced civilizations face the remnants of their defenses. ****Technological Surges  Advanced technology remains a mystery to most denizens of Golarion. In places where these wonders lie abandoned, such as the wrecks of the starships that crashed on Numerian soil or the mysterious halls of the Empty Lands of Apostae, strange interactions with unstable power sources can coax circuits back to life. GMs might consider using these same rules to handle other advanced magic and technology, such as a malfunctioning Shory sky city or a newly uncovered marvel of Azlanti electro-thaumaturgy.  The animating force behind technological surges is not life energy, but electricity. As such, technological surges cannot be harmed with positive or negative energy. Instead, stopping them requires shutting down their function. Anyone trained in Disable Device can use the skill to attempt to disrupt the surge, and characters with the Technologist feat can use Knowledge (engineering) instead and gain a +5 bonus on either skill check. The DC of the skill check is equal to 15 + the haunt’s CR. Each successful check deals 5 points of damage plus 1 additional point of damage per point by which the result exceeds the DC. A discharge or greater discharge spell that targets a technological surge inflicts damage equal to the spell’s caster level (for discharge) or 1d4 points per caster level (for greater discharge). Electromagnetic effects, such as those caused by an EMP pistol or rifle, inflict normal damage to a technological surge. Other similar effects may well have an impact on a surge at the GM’s discretion.  A technological surge’s caster level represents its strength. Technological surges are completely nonmagical. Their effects cannot be disrupted with antimagic field, dispel magic, or similar abilities, even when they replicate spell effects. All technological surges are neutral aligned. ***&aname(shifting-seasons)Shifting Seasons &small(){&link(Shifting Seasons){https://aonprd.com/Haunts.aspx?ItemName=Shifting%20Seasons}}  &b(){出典} &i(){Horror Realms 61ページ}  &b(){CR} 9; &b(){XP} 6,400  混沌にして中立/persistent variant霊障(40-ft. radius)  &b(){術者レベル} 9  &b(){感知} Perception DC 20 (to smell a faint floral odor)  &b(){HP} 40;&b(){弱点} negative energy (immune to positive energy);&b(){発現条件} proximity; &b(){再発現} 1日  &b(){効果} The surrounding area begins to rapidly cycle through manifestations of the season. Each season lasts 1 round, and the haunt cycles through the seasons three times (lasting 12 rounds total). On the spring round, flowers bloom, spreading a thick cloud of pollen that blocks sight (as per obscuring mist) and requires each creature within the area to succeed at a DC 18 Fortitude saving throw or sneeze violently, gaining the staggered condition for 1 round. On the summer round, the pollen falls out of the air as the atmosphere becomes unbearably hot and dry, dealing 8d6 points of damage (Fortitude DC 18 half). Half of this damage is fire damage, and the other half is untyped damage from desiccation. On the autumn round, ropes of decaying leaves grasp at all creatures in the area, as per black tentacles. Finally, on the winter round, a heavy hailstorm strikes, as per ice storm.  Overcharge During a spring round, seeds join the pollen spray, implanting themselves in the flesh of all living creatures that fail a DC 18 Fortitude saving throw. These seeds deal 1d4 points of Strength damage. A summer round becomes hotter, dealing 12d6 points of fire and untyped damage instead of 8d6. On an autumn round, the leaves become razor sharp, dealing 1d6 points of bleed damage to any foe they grapple. A winter round produces a more bitter chill and causes any creature that fails a DC 18 Fortitude saving throw to become staggered and move at half speed for 1 minute.  &b(){破壊} To destroy the haunt, a character must use a spell or effect that counters a seasonal effect with one associated with the opposite season (for example, a fire effect during the winter round, or an entangle spell during the autumn round) for 4 consecutive rounds.  The most powerful beings in the First World are the Eldest, divine creatures who can transform large swaths of the plane to suit their interests. Mortal scholars know little about the Eldest, with Ng the Hooded, who is connected to the shifting seasons, proving particularly inscrutable. Seasonal haunts manifest at crossroads in the Material Plane connected to the paths Ng treads in the First World. ****Echoes of the First World  The boundless and ever-shifting First World is home to fey and all manner of strange, otherworldly creatures caught in a constant flux of life-giving energies. Ancient beyond measure, the realm is a vibrant “first draft of reality,” according to legend. It shares its place in existence with the Material Plane, and in some places, the boundary between the two planes wears thin. The Material Plane’s influence on the First World manifests as regions of stubborn stability that the First World’s denizens regard with disgust. On the Material Plane, the fey realm’s pull erodes the laws of time and space and transforms reality in its wake.  Unlike a typical haunt, an echo of the First World is healed by positive energy. In fact, when these manifestations interact with positive energy, they typically become stronger. When an echo of the First World is healed beyond its normal maximum hit points, any excess hit points persist for 1 minute as temporary hit points. As long as it has any temporary hit points, it gains the effects listed in the overcharge section of its stat block.  While positive energy is a boon for these unusual haunts, negative energy damages them as if they were living creatures. Damaging spells with the death descriptor also harm them. Echoes of the First World are almost always chaotic neutral. ---- ***&aname(breach-to-the-quickening)Breach to the Quickening &small(){&link(Breach to the Quickening){https://aonprd.com/Haunts.aspx?ItemName=Breach%20to%20the%20Quickening}}  &b(){出典} &i(){Horror Realms 60ページ}  &b(){CR} 12; &b(){XP} 19,200  混沌にして中立/persistent variant霊障(30-ft. radius)  &b(){術者レベル} 12  &b(){感知} Perception DC 20 (to notice nearby plant and animal life beginning to twist and deform)  &b(){HP} 54;&b(){弱点} negative energy (immune to positive energy);&b(){発現条件} proximity; &b(){再発現} 1d20日  &b(){効果} Colorful light and raw chaotic energy lash out in a dizzying display. All living creatures become the target of a random quickening effect (see table on page 61; DC 21 Fortitude saving throw negates). A creature that remains in the breach’s area of effect must attempt an additional saving throw each round against a new random effect. Overcharge Each affected target rolls twice on the quickening effect table if they fail to resist this haunt's effects. ****Quickening Effects |d%|Effect| |1-25|The target transforms into a Tiny animal that is not native to the local region (as per baleful polymorph). As typical for baleful polymorph, a creature that fails the initial Fortitude saving throw must succeed at a secondary Will saving throw or lose significant mental abilities.| |26-40|The target gains a random mutation from the mutant creature template, with the exception of radiation affinity. Roll 1d20 to select the mutation.| |41-75|The target gains a random deformity from the mutant creature template. Roll 1d12 to select the specific deformity.| |76-95|The First World lashes out at the target vindictively, bestowing the accursed corruption (Pathfinder RPG Horror Adventures).| |96-99|The target gains a new form. This effect functions as per reincarnate, with a few exceptions. It takes full effect when the breach triggers, rather than taking 1 hour to activate. Additionally, it works only on living creatures, it does not impose any negative levels, and it does not cause a spellcaster to lose spells. Restoring the target to its original form requires a miracle or wish spell.| |100|The target gains the fey creature template, and its alignment changes to chaotic neutral. Restoring the target’s original form requires a miracle or wish spell.|  &b(){破壊} Breaches to the Quickening spontaneously close or move on their own as unpredictably as they appear. A forbiddance or dimensional lock cast on the area of a breach prevents the breach from exerting influence on the Material Plane until it moves to a different location. A wish or miracle spell permanently closes a breach.  The Quickening is the most chaotic portion of the First World, a region so unstable that most of the denizens of the First World give it a wide berth. Even a brief journey into the Quickening is enough to transform body and mind in unforeseeable ways. Connections between the Quickening and the Material Plane are rare and fleeting, but their effects persist. ****Echoes of the First World  The boundless and ever-shifting First World is home to fey and all manner of strange, otherworldly creatures caught in a constant flux of life-giving energies. Ancient beyond measure, the realm is a vibrant “first draft of reality,” according to legend. It shares its place in existence with the Material Plane, and in some places, the boundary between the two planes wears thin. The Material Plane’s influence on the First World manifests as regions of stubborn stability that the First World’s denizens regard with disgust. On the Material Plane, the fey realm’s pull erodes the laws of time and space and transforms reality in its wake.  Unlike a typical haunt, an echo of the First World is healed by positive energy. In fact, when these manifestations interact with positive energy, they typically become stronger. When an echo of the First World is healed beyond its normal maximum hit points, any excess hit points persist for 1 minute as temporary hit points. As long as it has any temporary hit points, it gains the effects listed in the overcharge section of its stat block.  While positive energy is a boon for these unusual haunts, negative energy damages them as if they were living creatures. Damaging spells with the death descriptor also harm them. Echoes of the First World are almost always chaotic neutral. ----
#region(''目次'') #contents() #endregion **&aname(botanical)植物性の霊障 &small(){&link(Botanical Haunt){https://aonprd.com/Rules.aspx?Name=Botanical%20Haunts&Category=Haunts}}  &b(){出典} &i(){Pathfinder #144: Midwives to Death 65 49ページ}  植物の霊障はは、その範囲内の侵入者と戦うための1つの実体として機能する植生の塊である。その活力は通常、堕落したドライアドや怒ったカミなどの復讐に満ちた自然の精霊に由来する。植物性の霊障は、いくつかの重要な点で通常の霊障とは異なる。  植物性の霊障は[恐怖]効果ではない。霊障は正のエネルギーではなく、負のエネルギーからダメージを受ける。&i(){[[ブライト>呪文/は行/ふえ~ふら#Blight]]}、&i(){[[ディミニッシュ・プランツ>呪文/た行/ていみ~てん#Diminish-Plants]]}、&i(){[[ホリッド・ウィルティング>呪文/は行/へ~ほ#Horrid-Wilting]]}など、通常は植物や植物のクリーチャー害を及ぼす呪文も、植物性の霊障に影響を与える。該当する呪文が通常は霊障にダメージを与えない場合、植物性の霊障に呪文レベル毎に2d6ポイントのダメージを与える。加えて植物性の霊障は、葉を特に切り裂くのに適した武器で築けることができる――非魔法の斬撃武器から半減ダメージを受け、魔法の斬撃武器から全ダメージを受ける。これらの巨大な存在は、通常の霊障よりも丈夫であり、ヒット・ポイントが2倍になっている。  植物性の霊障の標準的な破壊条件は、植物が完全に破壊されたときである。これには、植物の根を完全に取り除くために、1時間の作業と、[[〈知識:自然〉>技能の詳細#Knowledge]]判定に成功が必要である)DC 15+霊障のCRの2倍)。これは霊障を破壊するが、自律行動する自然の精神は別の宿主を探す可能性がある。植物性の霊障を永続的に破壊する唯一の方法は、動かしている精神をなだめることである。必要な正確な方法は霊の不満によって異なる。 ---- ***&aname(isolation-haunt)隔離の霊障 &small(){&link(Isolation Haunt){https://aonprd.com/Haunts.aspx?ItemName=Isolation%20Haunt}}  &b(){出典} &i(){Construct Handbook 49ページ}  &b(){CR} ―; &b(){XP} 0  中立にして悪/霊障(半径30フィート)  &b(){オーラ} 微弱・力術  &b(){術者レベル} 5  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC20 (周囲の音が消え、他の音が静かになるのに気付く)  &b(){HP} ―; &b(){発現条件} 近接; &b(){再発現} 1日  &b(){効果} 各目標は、自分が世界で一人っきりであると信じる。 味方と見なす者を認識したり、目標にしたり、対話したりすることはできない。 これは[精神作用]効果ある。 DC 12の意志セーヴで成功したクリーチャーは、この効果を無効化する。  &b(){破壊} 霊障の場所で少なくとも1時間続く友情の騒々しい祭事を行う。  &b(){注意}:Haunted Constructのモンスターの欄を参照せよ。 ---- ***&aname(flytrap)ハエトリグサ &small(){&link(Flytrap){https://aonprd.com/Haunts.aspx?ItemName=Flytrap}}  &b(){出典} &i(){Pathfinder #144: Midwives to Death 65ページ}  &b(){CR} 4; &b(){XP} 1,200  真なる中立/[[持続性>霊障#persistent]]・&link_anchor(botanical){植物性}・霊障(半径20フィート)  &b(){術者レベル} 4  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC20(不規則に開閉するハエトリグサの頭部を見つける)  &b(){HP} 36; &b(){発現条件} 近接; &b(){再発現} 1日  &b(){効果} この自我のあるハエトリグサの区画は、口の周りに鋭い毛を生やし、高濃度の酸を使用して獲物を消化する。 毎ラウンド、ハエトリグサの霊障は、影響を受けた範囲の各クリーチャーに対して+4ボーナスで近接攻撃を行い、命中すると2d6ポイントの[強酸]ダメージと1d6ポイントの刺突ダメージを与える。  &b(){破壊} 近くに住処を作っている[[アキューザー・デヴィル>B2/デヴィル#Accuser-Devil]]の巣を根絶しなければならない。 ---- ***&aname(following-footsteps)Following Footsteps &small(){&link(FlytFollowing Footstepsrap){https://aonprd.com/Haunts.aspx?ItemName=Following%20Footsteps}}  &b(){出典} &i(){Ultimate Wilderness 133ページ}  &b(){CR} 4; &b(){XP} 1,200  混沌にして中立/variant ・霊障(半径20フィート)  &b(){オーラ} 中程度・心術(強制)  &b(){術者レベル} 7  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC10(to notice nearby strange footprints and hear rustling in nearby underbrush)  &b(){HP} 8;&b(){脆弱性} 負のエネルギー(see echoes of the first world);&b(){発現条件} 近接; &b(){再発現} 1週間  &b(){効果} Strange animal noises pervade the underbrush within the area of the echo, and strange tracks can be easily discovered. Non-fey viewing the tracks are fascinated by them and are compelled to follow (DC 16 Will negates). Each creature that fails this save follows a different set of tracks only it can perceive, moving in a random direction for up to 1 minute at a speed of 20 feet per round. This effect continues even if the creature leaves the echo’s area. At the end of each of its turns following the tracks, a creature can attempt a new Will saving throw to negate the effect. If it fails three such saving throws, the creature must follow the tracks for the remaining duration. Break enchantment or a similar effect cast on an affected creature removes this compulsion. This is a mind-affecting effect.  &b(){利益} Creatures viewing the tracks and compelled by the echo are not allowed subsequent saves, and must follow the tracks for 1 hour instead of 1 minute, unless the compulsion on the creature is removed by break enchantment or a similar effect.  &b(){破壊} A character who succeeds at her initial saving throw against the compulsion can attempt to deal damage against the echo by disrupting the original tracks. This requires the use of Survival as a full-round action. With a successful DC 24 Survival check, such a character deals 1d6 points of damage to the echo. If the result of the Survival check used in this way is a natural 20, she deals 2d6 points of damage to the echo instead. Casting find the path and touching the tracks (treating it as a creature for this use) destroys the haunt instantly. ---- ***&aname(death-of-curchanus)Death of Curchanus &small(){&link(Death of Curchanus){https://aonprd.com/Haunts.aspx?ItemName=Death%20of%20Curchanus}}  &b(){出典} &i(){Horror Realms 62ページ}  &b(){CR} 6; &b(){XP} 2,400  混沌にして悪/persistent variant・霊障(半径20フィート)  &b(){オーラ} 中程度・心術(強制)  &b(){術者レベル} 6  &b(){神格} Lamashtu  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC0(to hear the sound of howling and screeching beasts)  &b(){HP} 27;&b(){脆弱性} good or lawful spells or effects;&b(){発現条件} 近接; &b(){再発現} 1日  &b(){効果} Remnants of Lamashtu’s power awaken bestial ferocity within those who walk upon this unholy ground. All creatures must succeed at a DC 16 Will saving throw or experience the effects of the moonstruck spell. Additionally, worshipers of Desna who fail the saving throw take 2d6 points of slashing, bludgeoning, and piercing damage each round for the next 5 rounds as deep gashes and bite marks appear all over their bodies. These bites do not count as an attacker for the purposes of determining a Desnan’s actions. Creatures that worship Lamashtu gain the bite and claw attacks that moonstruck grants for 24 hours without any ill effects. If they already have claws or a bite attack, these attacks deal damage as if they were two size categories larger.  &b(){破壊} If a cleric of Desna with the Travel domain casts find the path on the resonance, it is permanently destroyed. When the spell is cast in this way, it has no other effect.  Long ago, the god Curchanus was the patron of beasts and travel. The demon lord Lamashtu envied Curchanus’s power and seized an opportunity to lead Curchanus into a trap. With the god in her clutches, Lamashtu wrenched away his dominion over beasts and claimed it for herself by murdering Curchanus. Although Lamashtu was unable to stop Curchanus from granting his dominion over travel to his friend Desna, she siphoned enough power from the god to fuel her own ascent into divinity over his withered husk. Miraculous Resonances When deities interact with the world directly, their influence can persist in the form of miraculous resonances. These regions often become pilgrimage sites for the deity’s worshipers.  The resonances sense the presence of their creator’s influence and react differently to their creator’s followers than to all others they encounter. Typically, they grant the faithful a benefit for 24 hours, though a single pilgrim can receive a manifestation’s blessing only once. A miraculous resonance haunt has an alignment identical to the deity with which it resonates. These resonances typically manifest in areas where the associated deity’s worship has traditionally been strong, but they can appear anywhere where such worship is particularly potent or where the deity has brushed against the Material Plane at some point in the past.  Miraculous resonances are vulnerable to forces connected to other deities, as well as spells that oppose their deity’s nature. Spells with an alignment descriptor that does not match the haunt’s alignment deal 1d6 points of damage per spell level (or the spell’s damage against an aligned outsider, whichever is higher). While weapon attacks cannot normally harm miraculous resonances, these haunts take any extra damage that specifically affects creatures of their alignment, such as the 2d6 points of extra damage from a holy weapon or the extra damage from a paladin’s smite evil. Such attacks target an AC of 5. Channeled energy can damage a resonance, so long as the creature channeling the energy has a patron deity of a different alignment than the haunt. ---- ***&aname(drought-s-end)Drought's End &small(){&link(Drought's End){https://aonprd.com/Haunts.aspx?ItemName=Drought%27s%20End}}  &b(){出典} &i(){Horror Realms 62ページ}  &b(){CR} 7; &b(){XP} 3,200  混沌にして悪/persistent variant・霊障(半径30フィート)  &b(){オーラ} 中程度・心術(強制)  &b(){術者レベル} 7  &b(){神格} ゴズレー  &b(){感知} [[〈知覚〉>技能の詳細/2#Perception]] DC0(to hear a rumbling thunderstorm)  &b(){HP} 31;&b(){脆弱性} chaotic, evil, good, or lawful effects;&b(){発現条件} 近接; &b(){再発現} 1日  &b(){効果} A fierce storm rages, bringing windstorm-strength winds and pouring rain. Each round for 6 rounds, a bolt of lightning strikes a random creature within the area, dealing 5d10 points of damage (Reflex DC 17 half). A worshiper of Gozreh who stays in the area of the resonance for its entire 6-round duration gains the ability to cast each of the following spells once, with a caster level equal to her Hit Dice: alter winds, resist energy (electricity only), and water breathing. The ability to cast these spells persists until it is expended.  &b(){破壊} Control weather immediately destroys this haunt. When the spell is cast to destroy a drought’s end, the spell has no other effect on the surrounding weather.  The dualistic deity Gozreh, as ancient as the sky and the sea themselves, rarely interferes directly in mortal affairs. He is a gentle breeze and a fierce hurricane, speaking in the whisper of wind through rustling leaves and the ground-shaking rumble of thunder. When Gozreh answered the prayers of a coastal village shriveling under a drought, she unleashed a mighty thunderstorm over the entire region. A small portion of the storm still rages centuries later, granting boons to the faithful who prove themselves against its fury. ****Miraculous Resonances When deities interact with the world directly, their influence can persist in the form of miraculous resonances. These regions often become pilgrimage sites for the deity’s worshipers.  The resonances sense the presence of their creator’s influence and react differently to their creator’s followers than to all others they encounter. Typically, they grant the faithful a benefit for 24 hours, though a single pilgrim can receive a manifestation’s blessing only once. A miraculous resonance haunt has an alignment identical to the deity with which it resonates. These resonances typically manifest in areas where the associated deity’s worship has traditionally been strong, but they can appear anywhere where such worship is particularly potent or where the deity has brushed against the Material Plane at some point in the past.  Miraculous resonances are vulnerable to forces connected to other deities, as well as spells that oppose their deity’s nature. Spells with an alignment descriptor that does not match the haunt’s alignment deal 1d6 points of damage per spell level (or the spell’s damage against an aligned outsider, whichever is higher). While weapon attacks cannot normally harm miraculous resonances, these haunts take any extra damage that specifically affects creatures of their alignment, such as the 2d6 points of extra damage from a holy weapon or the extra damage from a paladin’s smite evil. Such attacks target an AC of 5. Channeled energy can damage a resonance, so long as the creature channeling the energy has a patron deity of a different alignment than the haunt. ---- ***&aname(bountiful-feat)美味しそうなご馳走 &small(){&link(Bountiful Feat){https://aonprd.com/Haunts.aspx?ItemName=Bountiful%20Feat}}  &b(){出典} &i(){Pathfinder #144: Midwives to Death 65ページ}  &b(){CR} 8; &b(){XP} 4,000  真なる中立/[[持続性>霊障#persistent]]・&link_anchor(botanical){植物性}・霊障(最大半径40フィート)  &b(){術者レベル} 8  &b(){神格} ゴズレー  &b(){感知} [[〈知識:自然〉>技能の詳細#Knowledge]]あるいは[[〈生存〉>技能の詳細/2#Survival]] DC25(その果実の異常に気付くため)  &b(){HP} 72;&b(){発現条件} 接触; &b(){再発現} 1時間  &b(){効果} この霊障は、この地域に自生する完全に熟した美味しそうな果物で覆われた、大きな木立やベリーを積んだ茂みの区域のように見える。霊障は小型ままたはそれより大きいクリーチャーに気づき、そのようなクリーチャーが果物をつかもうとすると即座に作動する。作動するやいなや、その範囲のすべての小型またはそれより大きいクリーチャーの近くにある果物が爆発して、標的の肉体に寄生する毒で覆われた肉食性の種子の雲になる。  この種には2つの効果がある。まず毒は犠牲者を麻痺させる強力な神経毒である(美味しそうなご馳走の毒:接触;&b(){セーヴ} 頑健・DC 20;&b(){頻度} 10ラウンドの間1回/ラウンド;&b(){効果} 1ラウンドの間[[麻痺状態>用語集/状態#Paralyzed]];&b(){治癒} 2回の連続セーヴ成功)。2つめは種は動かない獲物を素早く食べる;感染したクリーチャーが少なくとも10フィート移動するために移動アクションを費やさない各ラウンドで、種はその体内の栄養素を摂取し、DC 18の頑健セーヴに成功するか1d6ポイントの【耐久力】ダメージを受けなければならない。この効果は霊性が破壊されるか、種がクリーチャーの身体から取り除かれた場合にのみ終了する(下記参照)。クリーチャーがこの【耐久力】ダメージで死亡した場合、身体は霊障の範囲に追加され、半径5フィートの実のある植物の範囲で爆発する(霊障の通常の半径の外側にいる場合も)。種が与える【耐久力】ダメージ1ポイント毎日、霊性は3ポイントの一時的ヒット・ポイントを得る。これらの一時的ヒット・ポイントは1時間の間持続する。  影響を受けたクリーチャーから種を取り出すには、標準アクションとしてDC25の[[〈治療〉>技能の詳細/2#Heal]]判定に成功しなければならない。判定が成功したか失敗したかに関わらず、目標は種から受けた【耐久力】ダメージの1d6倍のダメージを受ける。&i(){[[リムーヴ・カース>呪文/ら行/ら~り#Remove-Curse]]}や&i(){[[ヒール>呪文/は行/ひいる~ふい#Heal]]}などの呪文でもこの病気を治療することができ、その場合は対象はヒット・ポイント・ダメージは受けない。  &b(){破壊} 近くの地下室にいるデーモンに憑依されたドライアドを倒し、その灰をドライアドの木の周りに撒き散らさなければならない。 ---- ***&aname(robotic-reactivation)Robotic Reactivation &small(){&link(Robotic Reactivation){https://aonprd.com/Haunts.aspx?ItemName=Robotic%20Reactivation}}  &b(){出典} &i(){Horror Realms 63ページ}  &b(){CR} 8; &b(){XP} 4,800  真なる中立/chained persistent variant・霊障(20-ft. radius centered on the activated robot)  &b(){術者レベル} 8  &b(){感知} Perception DC 20 (to hear whirring mechanisms springing to life)  &b(){HP} 36;&b(){弱点} harmed by Disable Device DC 23 and electricity effects (immune to positive energy);&b(){発現条件} proximity; &b(){再発現} 1時間  &b(){効果} A whirling cloud of miniature repair robots animates and reactivates a dormant myrmidon robot. The repair robots follow the myrmidon and augment its defenses. The myrmidon’s force field improves to 75 hit points with fast healing of 15, and the myrmidon gains a +2 bonus on all saving throws and to AC.  &b(){破壊} IDestroying the myrmidon prevents this technological surge from recurring.  When an ancient starship crashed on Numerian soil millennia ago, countless robots emerged, terrorizing anyone unfortunate enough to cross their paths. Some robots still lie dormant within the scattered wreckage, waiting for a signal or a stray surge of power to reactivate. Technological Surges  Advanced technology remains a mystery to most denizens of Golarion. In places where these wonders lie abandoned, such as the wrecks of the starships that crashed on Numerian soil or the mysterious halls of the Empty Lands of Apostae, strange interactions with unstable power sources can coax circuits back to life. GMs might consider using these same rules to handle other advanced magic and technology, such as a malfunctioning Shory sky city or a newly uncovered marvel of Azlanti electro-thaumaturgy.  The animating force behind technological surges is not life energy, but electricity. As such, technological surges cannot be harmed with positive or negative energy. Instead, stopping them requires shutting down their function. Anyone trained in Disable Device can use the skill to attempt to disrupt the surge, and characters with the Technologist feat can use Knowledge (engineering) instead and gain a +5 bonus on either skill check. The DC of the skill check is equal to 15 + the haunt’s CR. Each successful check deals 5 points of damage plus 1 additional point of damage per point by which the result exceeds the DC. A discharge or greater discharge spell that targets a technological surge inflicts damage equal to the spell’s caster level (for discharge) or 1d4 points per caster level (for greater discharge). Electromagnetic effects, such as those caused by an EMP pistol or rifle, inflict normal damage to a technological surge. Other similar effects may well have an impact on a surge at the GM’s discretion.  A technological surge’s caster level represents its strength. Technological surges are completely nonmagical. Their effects cannot be disrupted with antimagic field, dispel magic, or similar abilities, even when they replicate spell effects. All technological surges are neutral aligned. ---- ***&aname(network-of-lasers)Network of Lasers &small(){&link(Network of Lasers){https://aonprd.com/Haunts.aspx?ItemName=Network%20of%20Lasers}}  &b(){出典} &i(){Horror Realms 63ページ}  &b(){CR} 9; &b(){XP} 6,400  真なる中立/persistent variant・variant・霊障(up to 45-ft.-square room)  &b(){術者レベル} 9  &b(){感知} Perception DC 30 (to hear a faint humming)  &b(){HP} 40;&b(){弱点} harmed by Disable Device DC 24 (immune to positive energy);&b(){発現条件} proximity; &b(){再発現} 1日  &b(){効果} On the first round, a network of lasers detects all corporeal Diminutive or larger creatures in the area, excluding invisible creatures. Heavy blast doors drop to bar creatures from exiting the room (break DC 35). On the second round, one laser activates for each creature detected and fires concentrated beams at its targets (+12 touch, 5d6 points of fire damage). The lasers fire each round for 5 rounds unless disabled or destroyed. Destroying the lasers without disabling the surge is difficult—each laser has 10 hardness and 20 hp. The blast doors reopen if the surge is disabled or if all of the laser guns are destroyed.  &b(){破壊} Disabling the surge is sufficient to stop the network from reactivating.  The wards guarding priceless artifacts can persist long after the treasures they protect have faded into obscurity. Whatever safety measures once kept these ancient wards in check are long forgotten, and those foolhardy enough to explore the ruins of technologically advanced civilizations face the remnants of their defenses. ****Technological Surges  Advanced technology remains a mystery to most denizens of Golarion. In places where these wonders lie abandoned, such as the wrecks of the starships that crashed on Numerian soil or the mysterious halls of the Empty Lands of Apostae, strange interactions with unstable power sources can coax circuits back to life. GMs might consider using these same rules to handle other advanced magic and technology, such as a malfunctioning Shory sky city or a newly uncovered marvel of Azlanti electro-thaumaturgy.  The animating force behind technological surges is not life energy, but electricity. As such, technological surges cannot be harmed with positive or negative energy. Instead, stopping them requires shutting down their function. Anyone trained in Disable Device can use the skill to attempt to disrupt the surge, and characters with the Technologist feat can use Knowledge (engineering) instead and gain a +5 bonus on either skill check. The DC of the skill check is equal to 15 + the haunt’s CR. Each successful check deals 5 points of damage plus 1 additional point of damage per point by which the result exceeds the DC. A discharge or greater discharge spell that targets a technological surge inflicts damage equal to the spell’s caster level (for discharge) or 1d4 points per caster level (for greater discharge). Electromagnetic effects, such as those caused by an EMP pistol or rifle, inflict normal damage to a technological surge. Other similar effects may well have an impact on a surge at the GM’s discretion.  A technological surge’s caster level represents its strength. Technological surges are completely nonmagical. Their effects cannot be disrupted with antimagic field, dispel magic, or similar abilities, even when they replicate spell effects. All technological surges are neutral aligned. ***&aname(shifting-seasons)Shifting Seasons &small(){&link(Shifting Seasons){https://aonprd.com/Haunts.aspx?ItemName=Shifting%20Seasons}}  &b(){出典} &i(){Horror Realms 61ページ}  &b(){CR} 9; &b(){XP} 6,400  混沌にして中立/persistent variant霊障(40-ft. radius)  &b(){術者レベル} 9  &b(){感知} Perception DC 20 (to smell a faint floral odor)  &b(){HP} 40;&b(){弱点} negative energy (immune to positive energy);&b(){発現条件} proximity; &b(){再発現} 1日  &b(){効果} The surrounding area begins to rapidly cycle through manifestations of the season. Each season lasts 1 round, and the haunt cycles through the seasons three times (lasting 12 rounds total). On the spring round, flowers bloom, spreading a thick cloud of pollen that blocks sight (as per obscuring mist) and requires each creature within the area to succeed at a DC 18 Fortitude saving throw or sneeze violently, gaining the staggered condition for 1 round. On the summer round, the pollen falls out of the air as the atmosphere becomes unbearably hot and dry, dealing 8d6 points of damage (Fortitude DC 18 half). Half of this damage is fire damage, and the other half is untyped damage from desiccation. On the autumn round, ropes of decaying leaves grasp at all creatures in the area, as per black tentacles. Finally, on the winter round, a heavy hailstorm strikes, as per ice storm.  Overcharge During a spring round, seeds join the pollen spray, implanting themselves in the flesh of all living creatures that fail a DC 18 Fortitude saving throw. These seeds deal 1d4 points of Strength damage. A summer round becomes hotter, dealing 12d6 points of fire and untyped damage instead of 8d6. On an autumn round, the leaves become razor sharp, dealing 1d6 points of bleed damage to any foe they grapple. A winter round produces a more bitter chill and causes any creature that fails a DC 18 Fortitude saving throw to become staggered and move at half speed for 1 minute.  &b(){破壊} To destroy the haunt, a character must use a spell or effect that counters a seasonal effect with one associated with the opposite season (for example, a fire effect during the winter round, or an entangle spell during the autumn round) for 4 consecutive rounds.  The most powerful beings in the First World are the Eldest, divine creatures who can transform large swaths of the plane to suit their interests. Mortal scholars know little about the Eldest, with Ng the Hooded, who is connected to the shifting seasons, proving particularly inscrutable. Seasonal haunts manifest at crossroads in the Material Plane connected to the paths Ng treads in the First World. ****Echoes of the First World  The boundless and ever-shifting First World is home to fey and all manner of strange, otherworldly creatures caught in a constant flux of life-giving energies. Ancient beyond measure, the realm is a vibrant “first draft of reality,” according to legend. It shares its place in existence with the Material Plane, and in some places, the boundary between the two planes wears thin. The Material Plane’s influence on the First World manifests as regions of stubborn stability that the First World’s denizens regard with disgust. On the Material Plane, the fey realm’s pull erodes the laws of time and space and transforms reality in its wake.  Unlike a typical haunt, an echo of the First World is healed by positive energy. In fact, when these manifestations interact with positive energy, they typically become stronger. When an echo of the First World is healed beyond its normal maximum hit points, any excess hit points persist for 1 minute as temporary hit points. As long as it has any temporary hit points, it gains the effects listed in the overcharge section of its stat block.  While positive energy is a boon for these unusual haunts, negative energy damages them as if they were living creatures. Damaging spells with the death descriptor also harm them. Echoes of the First World are almost always chaotic neutral. ---- ***&aname(breach-to-the-quickening)Breach to the Quickening &small(){&link(Breach to the Quickening){https://aonprd.com/Haunts.aspx?ItemName=Breach%20to%20the%20Quickening}}  &b(){出典} &i(){Horror Realms 60ページ}  &b(){CR} 12; &b(){XP} 19,200  混沌にして中立/persistent variant霊障(30-ft. radius)  &b(){術者レベル} 12  &b(){感知} Perception DC 20 (to notice nearby plant and animal life beginning to twist and deform)  &b(){HP} 54;&b(){弱点} negative energy (immune to positive energy);&b(){発現条件} proximity; &b(){再発現} 1d20日  &b(){効果} Colorful light and raw chaotic energy lash out in a dizzying display. All living creatures become the target of a random quickening effect (see table on page 61; DC 21 Fortitude saving throw negates). A creature that remains in the breach’s area of effect must attempt an additional saving throw each round against a new random effect. Overcharge Each affected target rolls twice on the quickening effect table if they fail to resist this haunt's effects. ****Quickening Effects |d%|Effect| |1-25|The target transforms into a Tiny animal that is not native to the local region (as per baleful polymorph). As typical for baleful polymorph, a creature that fails the initial Fortitude saving throw must succeed at a secondary Will saving throw or lose significant mental abilities.| |26-40|The target gains a random mutation from the mutant creature template, with the exception of radiation affinity. Roll 1d20 to select the mutation.| |41-75|The target gains a random deformity from the mutant creature template. Roll 1d12 to select the specific deformity.| |76-95|The First World lashes out at the target vindictively, bestowing the accursed corruption (Pathfinder RPG Horror Adventures).| |96-99|The target gains a new form. This effect functions as per reincarnate, with a few exceptions. It takes full effect when the breach triggers, rather than taking 1 hour to activate. Additionally, it works only on living creatures, it does not impose any negative levels, and it does not cause a spellcaster to lose spells. Restoring the target to its original form requires a miracle or wish spell.| |100|The target gains the fey creature template, and its alignment changes to chaotic neutral. Restoring the target’s original form requires a miracle or wish spell.|  &b(){破壊} Breaches to the Quickening spontaneously close or move on their own as unpredictably as they appear. A forbiddance or dimensional lock cast on the area of a breach prevents the breach from exerting influence on the Material Plane until it moves to a different location. A wish or miracle spell permanently closes a breach.  The Quickening is the most chaotic portion of the First World, a region so unstable that most of the denizens of the First World give it a wide berth. Even a brief journey into the Quickening is enough to transform body and mind in unforeseeable ways. Connections between the Quickening and the Material Plane are rare and fleeting, but their effects persist. ****Echoes of the First World  The boundless and ever-shifting First World is home to fey and all manner of strange, otherworldly creatures caught in a constant flux of life-giving energies. Ancient beyond measure, the realm is a vibrant “first draft of reality,” according to legend. It shares its place in existence with the Material Plane, and in some places, the boundary between the two planes wears thin. The Material Plane’s influence on the First World manifests as regions of stubborn stability that the First World’s denizens regard with disgust. On the Material Plane, the fey realm’s pull erodes the laws of time and space and transforms reality in its wake.  Unlike a typical haunt, an echo of the First World is healed by positive energy. In fact, when these manifestations interact with positive energy, they typically become stronger. When an echo of the First World is healed beyond its normal maximum hit points, any excess hit points persist for 1 minute as temporary hit points. As long as it has any temporary hit points, it gains the effects listed in the overcharge section of its stat block.  While positive energy is a boon for these unusual haunts, negative energy damages them as if they were living creatures. Damaging spells with the death descriptor also harm them. Echoes of the First World are almost always chaotic neutral. ----

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