General Hazards | Adventure-Specific Hazards | Weather Hazards


Freezing RunesHazard 16

Uncommon Magical Trap 
Source Miles Below, Long Ago pg. 91
Complexity Simple
Stealth DC 40 (master)
Description Spirals of cold energy rise from the runes to strike those sneaking food out of the area.
Disable DC 36 Arcana (expert) to deactivate the runes, DC 38 Thievery (master) to scratch out the runes, or dispel magic (8thrank; counteract DC 34)
Hardness 26, HP 104 (BT 54); Immunities critical hits, object immunities, precision damage
Freezing Whirl [reaction] (cold, incapacitation) Trigger A living creature attempts to leave area F3 while carrying anything edible, even a consumable such as an elixir or potion; Effect An icy draft rises from the runes and whirls about the triggering creature. The creature takes 6d12+35 cold damage, with a DC 37 basic Fortitude save. On a failure, the creature is also slowed 1 for 1 minute. On critical failure, the creature is instead petrified as they become encased in a layer of ice. A creature petrified in this way can be restored if exposed to a significant heat source (such as a campfire) for 10 minutes.
Reset Unless disabled or destroyed, the hazard resets automatically after being triggered.

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