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Living Decay

Source Horror Adventures pg. 177
CR 10; XP 9,600
NE persistent haunt (50-ft. radius)
Caster Level 9th
Notice Perception DC 20 (to smell decaying flesh)
hp 45; Weakness remove disease; Trigger proximity; Reset 1 day
Effect The area fills with a potent miasma that reeks of decaying flesh. Everyone within the radius must succeed at a DC 20 Fortitude save or contract the disease living rot, as detailed below, except they bypass the latent/carrier state. Within the haunt’s area, the disease’s frequency increases to 1 round and its save DC increases to 20. Characters who succeed at this saving throw are not immune; they must attempt a new saving throw each round they remain in the haunt’s area. Reducing the haunt to 0 hit points does not remove the disease. A character who casts remove disease on the living decay haunt deals it an amount of damage equal to her caster level.
Destruction Casting heal on each remaining body in the original victims’ mass grave (or a single casting of mass heal) prevents this haunt from returning.


Among the most frightening diseases are those that cause their victims’ bodies to rot away. A living decay haunt arises when an epidemic of such a disease devastates a population. This haunt uses the optional disease rules presented on pages 138–139 of Pathfinder RPG Pathfinder Unchained.

Living Rot

Type disease, contact, inhaled, or injury; Save Fortitude DC 17
Track physical; Frequency 1/day
Effect In the weakened state, the target also takes a –2 penalty on Strength- and Dexterity-based skill checks and ability checks. In the impaired state, the target takes a 50% miss chance on attack rolls and the target’s speed is reduced by half (minimum 5 feet). All objects touched at the impaired state and beyond can transfer the disease; Cure 2 consecutive saves, penalties from the weakened state and worse are permanent until the victim is the target of heal or regenerate