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Hazards

Rushing Waters

Stealth DC 20 (trained)

uncommonMagicalTrap
Lvl 3simpleMagicalTrapUncommon
EffectA creature enters the area south of the ring of stones marked on the map · save DC 20 Fortitude

Stealth DC 20 (trained)

Disable DC 20 Thievery (expert) to rub out the hidden runes on the ceiling, or dispel magic (2nd level, counteract DC 18) to counteract the trap

Spherical Deluge [Reaction] (arcane, conjuration, water)

Critical Success The creature withstands the force of the rushing waters and is unaffected.

Success The creature takes 1d10 bludgeoning damage as the rushing waters slam them into a cave wall.