General Hazards | Adventure-Specific Hazards | Weather Hazards


Nether RiftHazard 3

Unique Complex Magical Shadow Trap 
Source The Path River Peeler pg. 23
Complexity Complex
Stealth +5 (trained)
Description A chill wind blows from a fissure in the cavern wall.
Disable DC 18 Arcana, Nature, Occultism, or Religion (trained) to seal the rift, three successes total; or dispel magic (3rd rank; counteract DC 17)
Barrow Claw AC 16; Fort +6, Ref 0
Barrow Claw HP 44 (BT 22); Immunities cold, critical hits, object immunities, precision damage, Weaknesses fire 5
Wind from the Netherworld [reaction] (cold, shadow) Trigger The Path River Peeler enters the cave; Effect A gust of ice-cold wind from the Netherworld blasts from the rift in a 15-foot cone. Creatures in the area take 2d4 cold damage (DC 20 basic Fortitude save). The hazard then rolls initiative.
Routine (2 actions) The hazard uses its first action to repeat its Wind from the Netherworld reaction. If any patch of barrow claw remains, one of the patches chosen by the GM releases a cloud of spores. The spores fill the barrow claw’s space and last until the beginning of the hazard’s next turn. Creatures within the spores become concealed, and all creature outside the spores become concealed to creatures within it. A creature that enters the spores or starts their turn in the area takes 1d6 persistent cold damage until they brush off the spores as an Interact action.
Reset The rift reopens after 2d10 years. Killing the Path River Peeler permanently seals the rift.

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