Page 120 - Xanathar's Guide To Everything
P. 120
a +5 bonus to the attack roll and dealing 11 (2l)
slashing damage on a hit.
Crushing Pillars (Initiative 10). Each creature in the
50-foot—long area beyond the first 80 feet of the hall—
way must make a DC 15 Dexterity saving throw. On
a failed save, a creature takes ] l (2d10) bludgeoning
damage and is knocked prone. On a successful save,
the creature takes half as much damage and isn’t
knocked prone.
Rune ofFear (Initiative 10). Each creature in the
30-foot—long area beyond the Crushing Pillars must
make a DC 15 Wisdom saving throw. On a failed
saving throw, the creature becomes frightened by
the rune, and it must immediately use its reaction
to move its speed in the direction ofthe 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 Wisdom saving throw, which ends the frightened
condition on itself on a success.
Dynamic Elements. The blades and the rune become
more dangerous the longer the trap remains active.
Blades Accelerate. The blades move with increasing
speed, 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 (M6). 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 and the crushing pillars by 5 (1l) can use thieves’ tools in the area attacked by the
and increases the rune’s saving throw DC by 1. blades to foil their mechanism. 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.
Whirling Blades. Any creature that ends its turn in Rune of Fear. The rune can be disabled with three
the blades’ area is targeted by an attack: +5 attack successful DC 15 Intelligence (Arcana) checks.
bonus; 5 (1d10) slashing damage on a hit. Each check requires an action. A creature must be
Rune of Fear. Any creature that ends its turn within at the end of the hallway to attempt the check, and
30 feet of the far end of the corridor must make a only one creature can work on this task at once.
saving throw against the Rune of Fear effect. Once a creature attempts a check for this purpose,
no other character 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 SPHERE‘ or CRUSHING DOOM
avoid them. The blades are disabled if their attack
bonus is reduced to —8. Ways to reduce it are de— Complex trap (level 5—10, deadly threat)
scribed below. The court jester devised a deadly trap to foil anyone who
lntelligence (Investigation), DC 15. As an action, a sought to steal his magic fool’s cap. The jester’s tomb
is located at the end of a 10—foot-wide, ISO—foot—Iong
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 has learned how to antici- bottom of the slope, 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
isn‘t incapacitated. at the northern end of the hallway and disgorges an
Attack. A creature in the area can ready an attack to
strike at one of the blades as it goes by. The blade enormous steel sphere, which hurtles down the slope.
When it reaches the bottom of the slope, a second portal
i i l 1 ,-'~, 1"”? E: 1‘: C,” [11. 1"} 17 t. "' 3. .\-i .-\. an; as "torus
- up}. -m—v .-.-
2".-

