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Hazards

Blood Drain

Stealth +15 (trained)

uncommonComplexMagicalTrap
Lvl 6complexComplexMagicalTrapUncommon
EffectA living creature enters the room of their own accord · save DC 26 Fortitude (basic) · 2d6+8 void

Stealth

+15 (trained)

Disable

Thievery DC 26 (expert) to vandalize the space, or Religion DC 24 (expert) to pray to a god for passage, or dispel magic (3rd rank; counteract DC 25) to counteract the magical energy

Drain Blood [Reaction] (divine, void);


Routine

(1 action) On its initiative, the trap continues to drain blood, dealing 2d6+8 void damage to all living creatures in the room (DC 26 basic Fortitude save). On a failure, a creature increases the value of their drained condition by 1.


Reset

The trap automatically deactivates after 1 minute. It resets in 1 hour.