Description The memories of frequent medical care for the dying influence two PCs to repeat the past.
Disable DC 30 Occultism or Religion to banish the spirits, DC 26 Athletics to physically shake a creature into consciousness, or DC 24 Medicine to treat a creature's dissociative symptoms.
Zone Out[reaction]Trigger Two creatures enter area C7; Effect The creatures must succeed at a DC 26 Will save or become controlled, performing someone else's medical routine on autopilot. One creature is designated the doctor, one is designated the patient. The patient Strides 15 feet toward a bed within the haunt and then lies down. The haunt then rolls initiative, though it isn't obvious that a haunt is influencing them. Creatures that fail their save against the haunt are immune for 24 hours. The haunt can only affect two creatures at a time.
Routine (3 actions) If there are fewer than two creatures under the haunt's effect, it selects a new target to replace a missing patient or doctor; the target must attempt a DC 26 Will save. On the doctor's turn, they step forward and begin applying medical care to the patient. The doctor attempts a DC 25 Medicine check. Afterward, they can attempt a new Will save to escape the haunt.
Critical SuccessThe doctor does not harm the patient.
SuccessThe doctor deals 1d8+4 poison, piercing or slashing damage to the target (chosen at random).
FailureAs success, but the doctor deals 2d8+9 damage.
Critical FailureAs success, but the doctor deals 4d8+18 damage.
Reset The haunt resets after 1 day unless the grief of the patient and doctor are dealt with.