Showing0entries
Sorted A-Z
Hazards

Breath of Blood

Level 11

uniqueComplexEnvironmental

Stealth +19 (master)

Disable Three DC 33 Nature or Occult checks to draw from the blood its magical nature, causing it to clot and become inert, a DC 36 Religion check to offer prayers to sever the sacred link to Kabriri, or dispel magic (6th level; counteract DC 29) to render the hazard inert for 10 minutes

Vent Toxins [Reaction] (divine, conjuration, poison)

Critical Success The creature is unaffected.

Success The creature becomes sickened 1 by the foul smelling gas.

Failure As success, but the creature also becomes enfeebled 1 by the poison gas.

Level 11 · Complexity Complex

Stealth +19 (master)

Disable

  • Nature DC 33 — or Occult checks to draw from the blood its magical nature, causing it to clot and become inert, a
  • Religion DC 36 — check to offer prayers to sever the sacred link to Kabriri, or dispel magic (6th level; counteract
  • DC 29

Trigger A creature moves into the room beyond the northern stairs

Effect The blood on the floor bubbles vigorously, and as the bubbles burst, waves of toxic gas vent up around the triggering creature. The creature must attempt a DC 30 Fortitude save unless they are holding their breath or don't need to breathe; the hazard then rolls initiative.

Reset The hazard settles back down 1 round after all creatures leave the room and can trigger again at the start of the next round.