Devourer's Temptation Hazard 6

Complexity Complex
Stealth +18 or detect magic
Description This swirling column of glowing red light is enchanted with the unholy magic of the Devourer. Looking into its depths shows any creature the power of true devastation, filling them with longing and despair.

Disable DC 19 Athletics or Medicine to revive an affected creature, DC 22 Occultism or Performance to weave your own message into the projection, DC 24 Arcana or Computers to disrupt the projections, or DC 25 Religion to invoke your deity for protection
Initiation [reaction] Trigger Any uninitiated creature enters the worship chamber; Effect The trap makes a Devourer's maw Strike against the triggering creature. The trap then rolls initiative.

Routine (3 actions) The trap uses Devastation's Truth to try to incapacitate all creatures in the worship chamber, then makes a Devourer's maw Strike against a creature in range that resisted the trap's effects.
Ranged [one-action] Devourer's maw +16 (range increment 30 feet), Damage 2d8+9 spirit
Devastation's Truth [two-actions] (incapacitation) The Devourer's temptation manifests an intrusive vision of destruction and doom, attempting to awe all who experience it with the power of the Devourer and the inevitability of death for them and all their loved ones. All uninitiated creatures in the worship chamber must attempt a DC 24 Will save.
Critical SuccessThe creature is unaffected and can immediately attempt to help an affected creature as a reaction (see Disable).
SuccessThe creature is unaffected.
FailureThe creature takes 2d8+9 mental damage and is fascinated until a creature revives them. The creature is then immune to Devastation's Truth for 24 hours.
Critical FailureThe creature takes 4d8+18 mental damage, is fascinated until a creature revives them, and is stupefied 2 for 24 hours. The creature is then immune to Devastation's Truth for 24 hours.