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Hazards

Breath of Blood

Stealth +19 (master)

uniqueComplexEnvironmental
Lvl 11complexComplexEnvironmentalUnique
EffectA creature moves into the room beyond the northern stairs · save DC 30 Fortitude

+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.