General Hazards | Adventure-Specific Hazards | Weather Hazards


Fleshwarp FettersHazard 12

Rare Magical Trap 
Source The Palace of Screaming Flesh pg. 33
Complexity Simple
Stealth DC 33 (expert) to sense the warpline’s presence
Description A surge of fleshwarping magic twists creatures’ limbs, especially those used to move.
Disable DC 30 Arcana (trained) or Occultism (expert) to disrupt the magic, or dispel magic (6th rank, DC 28) to counteract the fleshwarping
Hobble [reaction] (morph) Trigger A creature enters the area marked T on the map; Effect Each creature in the marked area must attempt a DC 32 Fortitude save.
Critical SuccessThe creature is unaffected and becomes temporarily immune to the effects of warpline hazards for 1 hour.
SuccessThe creature is unaffected.
FailureThe creature’s limbs twist unnaturally. They take a –5-foot status penalty to their Speeds for 1 day.
Critical FailureThe creature takes a –10-foot status penalty to their Speeds for 1 week.

Reset The hazard resets after 1 minute.

Shelyn's Corner

×