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Frozen Heart (CR 15)

Frozen Heart CR 15

XP 51,200
NE haunt (30-ft.-by-30-ft. cavern)
Caster Level 15th; Notice Perception DC 30 (to feel icy, grasping fingers)
hp 67; Weakness fire spells and effects (these effects damage the haunt); Trigger proximity; Reset 1 hour; Effect All creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity damage per round from the grasping hands of spectral creatures. A successful DC 23 Fortitude save each round negates the Dexterity damage but not the cold damage. Any creature that doesn’t move on its turn becomes encased in a sheath of ice equivalent to wall of ice, is helpless, and can’t breathe.

Corpses that remain in the area for longer than 1 round are transmuted into solid ice; reviving an icy corpse requires true resurrection, miracle, or wish.

Destruction The haunt is destroyed if the cavern is placed under the effects of hallow or consecrate and is then dealt 100 points of fire damage in a single round.

Icy Grave Haunt (CR 15): The calculated evil has infected the ice of his domain, which attempts to grasp and freeze any being that dares to walk through the haunt’s halls.

Section 15: Copyright Notice

Pathfinder Adventure Path #137: The City Outside of Time © 2018, Paizo Inc.; Authors: Amanda Hamon Kunz, with John Compton, Gregory Hanigan, and Mikko Kallio.