Toxic Crystals
Level 7
A cluster of glittering crystals that look like a treasure waiting to be claimed — until they resonate with a sickening pulse and flood the air with poison.
In play
Disable DC 30 Thievery (expert) to create a chain reaction among the crystals by striking them in precise spots that cause them to shatter and harmlessly discharge their energy, or DC 27 Performance (expert) to use a musical instrument or singing to resonate the crystals and discharge their toxic energy harmlessly
Nauseating Pulse [Reaction] (poison)
Critical Success The creature is unaffected.
Success The creature takes 2d8 poison damage.
Level 7 · Complexity Complex
Stealth DC +13 (trained)
Disable
- Thievery DC 30 (expert) — to create a chain reaction among the crystals by striking them in precise spots that cause them to shatter and harmlessly discharge their energy
- Performance DC 27 (expert) — to use a musical instrument or singing to resonate the crystals and discharge their toxic energy harmlessly
AC 25
HP 60 · Hardness 15
Immunities critical hits, object immunities, precision damage · Weaknesses sonic 10
Trigger A living creature comes within 20 feet of the green crystals
Effect The crystals pulse with nauseating light. All creatures in area **E14** or within the first 10 feet of either passage leading out of this area must succeed at a DC 25 Fortitude save or become sickened 1 (or sickened 3 on a critical failure).
Reset The toxic crystals become dormant once no living
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