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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
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