Showing0entries
Sorted A-Z
Hazards

Shocking Malfunction

Level 7

uniqueComplexMagicalMechanicalTrap
  • 17

Disable DC 25 Crafting or Thievery (master) to ground the device, or DC 25 Arcana, Nature, Occultism, or Religion (master) to safely vent the magical energy; three total successes in any combination to disable

Shockwave [Reaction] (sonic)


Routine (3 actions) The shadow beacon makes three electric bolt Strikes at random creatures within 100 feet. One of these Strikes targets either Deg or Nizca, and the other two target PCs.

Level 7 · Complexity Complex

Stealth + 17

Disable

  • Crafting DC 25 (master) — or Thievery (master) to ground the device
  • Arcana DC 25 (master) — , Nature , Occultism , or Religion (master) to safely vent the magical energy; three total successes in any combination to disable

Trigger The fourth round of combat begins

Effect The _shadow beacon_ malfunctions, releasing a shock wave of energy. All creatures within 100 feet of the _shadow beacon_ must succeed at a DC 29 Reflex save or be knocked prone. Creatures who are flying are instead knocked down 15 feet on a failure, taking 1d10+5 bludgeoning damage and landing prone if they collide with a solid object during this movement. The trap then rolls initiative.