Showing0entries
Sorted A-Z
Hazards

Rogue Sphere

Stealth +40 (master; +35 in bright light)

rareComplexEnvironmentalMagical
Lvl 15complexComplexEnvironmentalMagicalRare
AC
34
HP
96
Hardness
25
EffectA creature within 60 feet casts a spell or uses magical effect, or a creature within 60 feet is the target of an active spell that's 5th level or higher, carries a magic item of 10th level or higher, or is the target of an ongoing magical effect created by a creature who's 10th level or higher
AC
34
HP
96

A drifting orb of unmoored magic, half-seen and harder to pin in bright light. It wanders on no current you can name, and where it passes, reality goes briefly, dangerously wrong.

Magic Drift (reaction)

To disable: cause the sphere's magic to dissipate harmlessly with master Arcana, Nature, Occultism, or Religion (DC 38), cause it to burst and implode safely with Thievery (DC 40), or dispel magic (8th level; counteract DC 34).