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The Doom Of AzlantHazard 6

Unique Complex Environmental 
Source The Dead God's Hand pg. 126
Complexity Complex
Stealth +0 (untrained)
Description Fiery rocks from space crash through the skylight ceiling of the Azlanti throne room, showering those below in ceaseless cascades of fire and broken glass.
Disable This is the end of days. The Doom of Azlant cannot be disabled or averted in any way.
Falling Star [reaction] Trigger Delharia’s turn begins on round 6 of the battle; Effect Disaster strikes! A flaming meteorite blasts through the chamber’s ceiling in a cacophony of shattered glass and explosive force and slams directly into the spot along the western wall where Delharia and her protectors make their last stand (room segment 3). The resulting blast completely annihilates Delharia, her protectors, and the palace guards attacking her. The pillar in this section against the wall topples to the ground with a huge crash, sizzling with a loud hiss when the waters within splash against the sudden conflagration. If any PCs are in room segment 3, they are affected by the Falling Star as well, as detailed in the routine below. The Doom of Azlant doesn’t roll initiative; its routine plays out at the end of each following round, starting with round 7.
Routine (1 action) At the end of each round, starting on round 7, roll 1d8 to determine which section of the throne room of Azlant is struck by another Falling Star, rerolling results that indicate sections that have already been destroyed. The Falling Star destroys that section of the room, as well as any undestroyed pillars potentially containing veiled masters. Non-statted NPCs in that room section are killed instantly, consumed by otherworldly flame and crushed by flying debris. All PCs, palace guards, and vidileths not currently in a pillar who are in the room segment take 2d6+4 bludgeoning damage and 2d6 fire damage (DC 24 basic Reflex save). A critical failure also knocks the creature prone.

Destroyed room sections function as difficult terrain, but also pose additional dangers. The first time during a character’s turn that they take any action with the move trait that takes place wholly or partially in a destroyed room segment, roll 1d6 and consult the following additional dangers to see what that character must endure as a result of their movement.
1–2 Desperate Courtier Seemingly from out of nowhere, one of the servants or lesser nobles fleeing in terror leaps upon the character, desperately clinging to their clothing and limbs and making movement more difficult. The character can avoid the courtier with a successful DC 24 Reflex save, otherwise the character takes a –10-foot circumstance penalty to their Speed until they can Escape (DC 20) from the desperate courtier’s clutches. Vidileths ignore this result, as no courtier is desperate enough to cling to one of these monsters!
3–4 Hail of Meteorites A bright red barrage of scalding space debris pummels the character for 1d6+4 bludgeoning damage and 1d6 fire damage, with additional effects determined by a DC 24 Reflex save.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and is knocked prone.
Critical Failure The creature takes full damage, is knocked prone, and takes an additional 2d6 persistent fire damage.
5–6 Shearing Glass A razor-sharp sheet of jagged green glass tumbles down from the ceiling and threatens to bisect the victim. The creature takes 2d6 slashing damage, with additional effects determined by a DC 24 Reflex save. If the slashing damage from the glass reduces a creature to 0 HP, a pane of glass shears straight through the victim's neck, slicing off their head and killing them instantly.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and 1d6 persistent bleed damage.
Critical Failure The creature takes double damage and 2d6 persistent bleed damage.

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