Showing0entries
Sorted A-Z
Hazards

Shadowy Duplicates

Level 1 complex hazard. Creates a 30-foot-radius quantum field (difficult terrain) centered on duplicates, spawning multiple 6 HP creatures with AC 13 that move 20 feet per round a...

uniqueComplexMagical
Lvl 1complexComplexMagicalUnique
AC
13
Fort
+10
Ref
+4
HP
6 (BT 3)
EffectThe duplicates warp reality, creating a quantum field. This field is a 30-foot-radius burst centered on any point within 100 feet of a duplicate, and it's positioned to affect as many PCs as possible. This area is difficult terrain. Then the hazard rolls initiative.
AC
13
HP
6

Stealth +7 (trained) Disable DC 14 Arcana or Occultism to disable a duplicate by sealing it away from this reality, DC 15 Engineering Lore or Physical Science Lore to disable the quantum field with contradicting theory, or DC 16 Athletics to disable a duplicate by physical force AC 13, Fort +10, Ref +4 Duplicate HP 6 each (BT 3) Quantum Field Reaction Trigger The shadowy duplicates appear and threaten the PCs; --- Routine (4 actions) The shadowy duplicates lose 1 action each turn for each destroyed or disabled duplicate. On each of the hazard's actions, a duplicate moves up to 20 feet (ignoring the quantum field's difficult terrain) or moves the quantum field up to 20 feet, then emits a mind-slicing blast against one creature within 40 feet. Ranged mind-slicing blast +9, Damage 1d4 piercing plus 1d4 mental; no multiple attack penalty --- Reset The duplicates vanish after 1 minute and never reappear.