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


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