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Hazards

Shadows of Everglut

Level 11

uniqueComplexEnvironmental

Stealth +19 (master)

Disable Three DC 33 Arcana or Occult checks to redirect the negative energy back in on itself and disrupt the hazard's source of power, 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

Sap Strength [Reaction] (divine, incapacitation, necromancy)

Critical Success The creature is unaffected.

Success The creature’s speeds are reduced by 10 feet for 1 round.

Failure As success, but the creature also falls prone.

Critical Failure As failure, but the creature also becomes paralyzed.

Level 11 · Complexity Complex

Stealth +19 (master)

Disable

  • Arcana DC 33 — or Occult checks to redirect the negative energy back in on itself and disrupt the hazard's source of power, 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 Shadowy tendrils wisp up from the darkness below to brush against the triggering creature's body. The creature must attempt a DC 30 Fortitude save or their strength is sapped from their body. 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.