Doomed Shuttle Hazard 3

Complexity Complex
Stealth +12 (trained) to notice necromantic energy emanating from the cockpit (allowing the use of Arcana to Disable).
Description The planetary shuttle has already taken severe damage to its engines and hull, sending it on a crash course toward the planet. Meanwhile, a necromantic spell planted in the ship's computer will imminently unleash an explosion of void energy.

Disable DC 16 Piloting (trained) to take control and force the shuttle to a lower altitude, DC 18 Arcana (trained) or Thievery (trained) to counter the necroblast long enough to prevent its detonation, DC 20 Perception to look for the closest landing zone, DC 20 Crafting (trained) to take apart the console and defuse the bomb, DC 23 Religion to pray for divine intercession; four total successes are required to defeat the hazard. A creature that succeeds at any of these checks gains a +1 circumstance bonus on their save against the hazard's damage for 1 round.
Final Countdown [reaction] Trigger The encounter begins; Effect The necroblast begins its detonation countdown, and the doomed shuttle rolls initiative.

Routine (3 actions) Void energy leaks out from the console as the necroblast prepares to detonate. All creatures on the ship take 2d6+4 void damage (DC 18 basic Will save).

Reset The bomb goes off after 4 rounds.