Amityville horror – while the house is haunted it provides + 5 to all attacks, stats and saving throws of resident poltergeist.
When a living creature takes and action other than movement. The haunting entity can take an additional turn up to a maximum of 3 times. After the third time the entity must show itself and speak its true name.
All living creatures must role with disadvantage, the haunting entity is only vulnerable against fairy fire. Faire fire is always cast with advantage. Fairy fire will not take effect until the haunting entity shows its self
if the haunting entity is successfully struck by faire fire it resumes its normal stats and any addtional effect granted by amityville horror ends
if a creature lives within a property effected by amityville horror & a haunting entity after 3 days it will not be able to sleep and gain the benefits of a rest.
during its rest state it will perform strange tasks, like sleep walking and or be haunted by terrible dreams.
after another three days the creature will suffer 1 level of exhaustion and become controlled by the amityville horror during its rest stages.
during this stage it will take 2d6 of psychic damage and attack any other living creatures withing the property.
detect good and evil spell can confirm the possession of this creature , in order to regain control of itself the creature must not sleep or rest.
possession is only lifted once the the haunting creature is destroyed.
Description
The souls of the dead empower the bricks and mortar providing an unholy bonus when the property is haunted. .
The creaks and cracks of the house represents the trapped souls only by defeating the haunting monster, the the aura of death be lifted.
property's effected with amityville horror lie dormant for years, twisting the souls of all those who enter.
Lair and Lair Actions
Comments