Tuesday, April 11, 2023

Marching From the Falling Star; Crystal LightsTrap

 

Crystal Lights Trap Hazard 1

Blue

Red

Electricity

Evocation

Magical

Trap

Source The Star Tide

Stealth DC 18 (trained) 

Description The central crystal grows bright with magical energy.

Disable Thievery DC 16 Thievery check to correctly determine the safe stones, or a successful DC 16 Survival check by working out the answer with a compass and star charts. Destroying the crystal while the trap is active causes it to explode in a torrent of energy. All creatures within 40 ft. must make a DC 15 Fortitude saving throw, or take 4d6 points of electricity damage, or half damage on a successful save.

Complexity Complex

AC  15; Fort  +9 Ref  +3 

Hardness  6 HP  30 (BT 15) Immunities critical hits, object immunities, precision damage

(reaction) Crystal Beams (arcane, electricity, evocation); Trigger A creature enters the room. Effect The trap deals 3d6 electricity damage to all creatures in the room (DC 18 basic Reflex save).

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