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briefly appears and teleports the sphere back to the top   Initiative. The trap acts on initiative count 20 and ini-
           of the slope to begin the process again.              tiative count 10.
             Initiative. The trap acts on initiative count 10 (but see   Active Elements. The trap fills the room with poison
           the dynamic element below).                           and other deadly effects.
             Active Element. AJthough the trap is complex in na-
                                                                   Locked Doors (Initiative 20). The four doors to this
           ture, it has a single active element. That's all it needs.
                                                                     room slam shut and are locked in place by magic.
             Sphere of Crushing Doom (Initiative 10). The trap's     This effect activates only once, the first time the trap
               active element is a sphere of steel that almost fills   is triggered.
               the 10-foot width of the hallway and rolls to the   Poison Gas (Initiative 20). Poison gas floods the
               bottom of the slope on its turn. Each creature in     room. Each creature inside must make a DC 20
               the sphere's path must ma ke a DC 20 Strength         Constitution saving throw, taking 33 (6d10) poison
               saving throw. On a failed save, a creature takes 22   damage on a failed save, or half as much damage on
               (4dl0) bludgeoning damage and is knocked prone.       a successful one.
               On a s uccessful save, a creature ta kes half as much   Tempest (Initiative 10). Air and gas boils from the
               damage and isn't knocked prone. Objects that block    trap. Roll a d6, and cons ult the following table.
               the sphere, such as a conjured wall, take maximum
               damage from the impact.                           TEMPEST  EFFECTS
             Dynamic Element. The longer it rolls, the more lethal   d6   Effect
           the sphere becomes.                                            Hallucinatory gas scrambles the mind and senses.
             Speed Kills. After its  turn, the sphere gains speed,        All  Intelligence and Wisdom checks made in the
               represented by its da mage increasing by 11 (2d10).        room have disadvantage until the Tempest element
               While its damage is 55 (lOdlO) or greater, it acts on      activates again.
               initiative count 20 and 10.                           2    Explosive gas fills the area. If anyone holds an open
             Countermeasures. The trap can be neutralized either          flame, it causes an explosion. All  creatures in the
           by stopping the sphere or preventing it from teleporting.      area must make a  DC 20 Dexterity saving throw,
                                                                          taking 22 (4d10) fire damage on a failed save, or
             Stop the Sphere. Stopping the sphere is  the easiest
                                                                          half as much damage on a successful one. The
               way to disrupt the trap. A wall of force can do so
               easily, as can any object placed in its path that has      flame is then extinguished.
               enough hit points to absorb damage from the sphere    3    Weakening gas fills the room. All Strength and Dex-
               without being destroyed.                                  terity checks made in the room have disadvantage
             Disrupt the Portals. Either portal can be neutra lized       until the Tempest element activates again.
               with three successful DC 20 Intelligence (Arcana)    4     Buffeting winds force each creature in the room to
               checks, but the process of analyzing a portal to           succeed on a  DC  20 Strength saving throw or be
               disrupt it takes  time. Faint runes in the ceiling and
                                                                          knocked prone.
               floor at both ends of the hallway are involved in the   5   Smoke fills the room. Visibility is reduced to 1 foot
               functioning of the portals. A creature must first
                                                                          until the next time the Tempest element activates.
               use an action to examine a set of runes, then use a
              s ubsequent action to attempt to vandalize the runes.   6   Poison floods the room, forcing creatures to make
              Each successful check reduces the sphere's damage           saving throws as for the Poison Gas element.
               by 11 (2d10), as the disrupted sphere loses speed
               moving through the failing portal.                  Dynamic Element. The longer the poison gas re-
                AJternatively, a set of runes can be disabled with   mains in the room, the more lethal it becomes.
               three successful castings of dispel m agic (DC 19)   Increased Potency. The damage from the Poison Gas
               targeting any of the runes in the set.
                                                                    element increases by 11 (2d10) each  round after it
                If the southern portal is destroyed, the sphere
                                                                    activates, to a maximum of 55 (10d10).
              slams into the south wall and comes to a halt. It
               blocks the door to the tomb, but the characters     Countermeasures. There are a few ways that the trap
              can escape.                                        can be overcome.
                                                                   Open the Doors. Opening the doors is the quickest
           POISONED  TEMPEST
                                                                    way to circumvent the trap, but they are warded with
           Complex trap (level 11- 16, deadly threat)
                                                                    magic. To open the doors, a character must first
           This fiendis h trap was built to eliminate intruders who   succeed on a DC 20 Wisdom (Perception) check to
           infiltrate a yuan-ti temple. The trap is a room, 60 feet   find the locking mechanism. A successful DC 20 In-
           on a side, with 5-foot-wide stone doors in the middle of   telligence (Arcana) check is then required to disable
           each wall. In each corner of the room stands a 10-foot-  the sphere of force that surrounds the lock (dispel
           tall statue of a great serpent, coiled and ready to strike.   magic is  ineffective against it). Success on a DC 20
           The eyes in each statue are rubies worth 200 gp apiece.   Dexterity check using thieves' tools picks the lock.
             Trigger. This trap activates when a ruby is pried from   Finally, a successful DC 20 Strength (Athletics)
           one of the statues. Each statue's mouth slides open, re-  check is needed to push the door open. Each check
           vealing a 1-foot-wide pipe that runs down its throat.    requires an action.


           CHAPTER 2  1 DUNGEON  MASTER'S TOOLS
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