Page 120 - DnD 5e - Xanathar's Guide to Everything
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a +5 bonus to the attack roU and dealing 11 (2dl0)
slashing damage on a hit.
Crushing Pillars (Initiative 10). Each creature in the
SO-foot-long area beyond the first 80 feet of the hall-
way mus t make a DC 15 Dexterity saving throw. On
a failed save, a creature takes 11 (2d10) bludgeoning
damage and is knocked prone. On a successful save,
the creature takes half as much damage and is n't
knocked prone.
Rune of Fear (Initiative 10). Each creature in the
30-foot-long a rea beyond the Crushing Pillars mus t
make a DC 15 Wis dom saving throw. On a fa iled
saving throw, the creature becomes frightened by
the rune, and it must immediately use its reaction
to move its s peed in the direction of the pillars. The
frightened creature can't move closer to the far end
of the hallway until it uses its action to make a DC
15 Wis dom saving throw, which ends the frightened
condition on itself on a s uccess.
Dynamic Elements. The blades and the rune become
more da ngerous the longer the trap remains active.
Blades Accelerate. The blades move with increasing
s peed, slowing only when they hit a target. Each
time the blades miss with an attack, their next at-
tack becomes harder to avoid. After each miss, the
blades' attack bonus increases by 2, and their dam-
age increases by 3 (ld6). These benefits apply until
the blades hit a target, after which the values return gains advantage on its attack against the creature.
to normal. The creature then attacks. Each blade has AC 15
Rune's Defense. Tampering with the Rune of Fear in- and 15 hit points. Destroying a blade reduces the
creases the trap's power. Each successful check on Whirling Blades attack bonus by 2.
an attempt to disable the rune increases the damage Dexterity check using thieves' tools, DC 15. Creatures
of the blades a nd the crushing pillars by 5 (ldlO) can use thieves' tools in the area attacked by the
and increases the rune's saving throw DC by 1. blades to foil their mecha nis m. A successful check
reduces the Whirling Blades attack bonus by 2.
Constant Elements. The Whirling Blades and the
Rune of Fear affect each creature that ends its turn in Crushing Pillars. The pillars are not susceptible to
an area affected by these elements. countermeasures.
Rune of Fear. T he rune can be disabled with three
Whirling Blades. Any creature that ends its turn in
the blades' area is targeted by an attack: +5 attack successful DC 15 Intelligence (Arcana) checks.
Each check requires an action. A creature must be
bonus; 5 (ldlO) slashing damage on a hit. at the end of the hallway to attempt the check, and
Rune of Fear. Any creature that ends its turn within only one creature can work on this task at once.
30 feet of the far end of the corridor must ma ke a
Once a creature attempts a check for this purpose,
saving throw agains t the Rune of Fear effect.
no other cha racter can do so until the end of that
Countermeasures. Each of the trap's active elements creature's next turn. Alternatively, the rune can be
can be thwarted by particular countermeasures. disabled with three successful castings of dispel
Whirling Blades. Characters can smash the blades, magic (DC 13) targeting the rune.
damage their components, or discern how to
avoid them. The blades are disabled if their attack SPHERE OF CRUSHING D OOM
Complex.trap (level 5- 10, deadly threat)
bonus is reduced to -8. Ways to reduce it are de-
scribed below. The court jester devised a deadly trap to foil anyone who
sought to steal his magic fool's cap. The jester's tomb
Intelligence (In vestigation), DC 15. As an action, a
is located at the end of a 10-foot-wide, 150-foot-long
creature that can see the blades can attempt an In- hallway that descends sharply from north to south. The
telligence (Investigation) check. A successful check entrance to the tomb is a door on the eastern wall at the
means that the character bas learned how to antici- bottom of the s lope, at the south end of the hall.
pate the blades' movement, imposing disadvantage
Trigger. This trap activates as soon as the door lead-
on the blades' attacks against the creature while it
ing to the jester's coffin is opened. A magic portal opens
is n't incapacitated. at the northern end of the ha! I way and disgorges a n
Attack. A creature in the area can ready an attack to enormous steel s phere, which hurtles down the s lope.
s trike at one of the blades as it goes by. The blade
When it reaches the bottom of the slope, a second portal
CHAPTER 2 J DUNGEON MASTER'S TOOLS

