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Hazards

Keystone Repulsion

Stealth +51 (legendary)

commonComplexMagicalTrap
Lvl 20complexComplexMagicalTrap
EffectA creature damages or tampers with a keystone · save DC 42 Fortitude

Stealth

+51 (legendary)

Disable

DC 48 Thievery (legendary) to remove each keystone or DC 48 Occultism (legendary) to manipulate the magic to isolate each keystone

Repel [Reaction] (force, occult)


Routine

(4 actions) The trap loses 1 action each turn for each removed or isolated keystone. Each keystone spends 1 action to release a wave of force, dealing 4d10+22 force damage in a 15-foot cone (DC 42 basic Reflex save) and pushing each creature back 5 feet. On a failed save, the distance a creature is pushed increases to 10 feet.