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Breath of BloodHazard 11

Legacy Content

Unique Complex Environmental 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 138
Complexity Complex
Stealth +19 (master)
Description A churning pool of blood bubbles and seethes, periodically venting noxious vapors into the air.
Disable Three DC 33 Nature or Occult checks to draw from the blood its magical nature, causing it to clot and become inert, 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
Vent Toxins [reaction] (divine, conjuration, poison) Trigger A creature moves into the room beyond the northern stairs; Effect The blood on the floor bubbles vigorously, and as the bubbles burst, waves of toxic gas vent up around the triggering creature. The creature must attempt a DC 30 Fortitude save unless they are holding their breath or don't need to breathe; the hazard then rolls initiative.

Critical Success The creature is unaffected.
Success The creature becomes sickened 1 by the foul smelling gas.
Failure As success, but the creature also becomes enfeebled 1 by the poison gas.
Critical Failure As failure, but the creature becomes enfeebled 2.
Routine (2 actions) The bubbles furiously sputter and burst on the hazard's first action, filling the air with toxic vapor that inflicts 6d6 poison damage (DC 30 basic Fortitude save) to all creatures in area J3b. A creature that's holding its breath gains a +4 circumstance bonus to this save. On the hazard's second action, the bubbles Vent Toxins at a random target in area J3b.
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.