Advantage on STR saves. Immune to the Poisoned condition.
Immune to being Frightened or Charmed.
A creature with this curse takes extra 2d20n psychic damage (cannot be defended) when taking damage from the Divine Mistake, and it has a -10 penalty to WIL saves.
- •Tremor.
Each creature within Reach 3 succeeds a DC 14 DEX save or takes 3d12n bludgeoning damage and falls Prone.
- •Despairing Whistle.
Each creature within Reach 6 succeeds a DC 14 WIL save or gains the Sinking Curse for 1 minute. On success, take 2d6n psychic damage only (cannot be defended, does not miss nor crit).
- •Call of Gloom.
Each creature within Reach 6 succeeds a DC 14 WIL save or takes 1d12n psychic damage (cannot be defended) and becomes Taunted for 1 round. For creatures with the Sinking Curse, they also gain 1 Wound and lose the Sinking Curse afterwards.