DorgaJohn
When a creature looks at it. DC 13 (14) Perceptuin check to spot it. Otherwise DC 13 (14) STR save or a creature falls asleep (Incapacitated).
- Disarm Trap..
DC 13 (14) Arcana check.
One round after a creatyre enters the room. DC 14 Perception check to spot it. Otherwise, DEX save every two rounds.
- •1-11.
2d8 damage and Poisoned (magical healing ends).
- •12+. .
1d8 damage and Poisoned (magical healing ends).
- •Disarm Trap.
DC 14 Arcana or Finesse check
Three rounds after a hero enters the room. DC 15 Perception check to spot it. Otherwise DC 15 STR save or Incapacitated. Then DEX save each round:
- •1-13.
4d8 damage.
- •14+.
2d8 damage.
- •Disarm Trap.
DC 15 Acana or Finesse check.
2 rounds after a hero enters the room. DC 15 Perception check to spot it. Otherwise DEX save for each creature within 1 space of the fountain.
- •1-13.
4d6 damage.
- •14+.
2d6 damage.
- •Disarm Trap.
DC 15 Finesse check.
1 round after a hero enters the room. DC15 Perception check to spot it. Otherwise, magical tigers attack.
- •
2d8+6 to 4 creatures in the room.
- •Disarm Trap.
DC 15 Arcana check.
When a creature touches this chest. DC 13 Perception check to spot it. Otherwise DC 13 STR save or Poisoned (magical healing ends).
- Disarm Trap.
DC 13 Arcana check.
When a hero looks at it. DC 13 Perception check to spot it, otherwise DC 13 WIL save or Incapacitated 1 minute.
- Disable Trap.
DC 13 Arcana check.
When a hero looks at it. DC 13 Perception check to spot it, otherwise DC 13 WIL save or Frightened 1 minute.
- Disable Trap.
DC 13 Arcana check.
(1/Round Reaction) When hit, DC 15 INTsave or Confused one round (GM spends you next action).
- •Kukri Assault.
Fly10, then 6d4+8 damage to all creatures in Reach 2.
- •Unholy Curse.
Range 12, 5d10 damage and DC 15 WIL save or Cursed (Poisoned and Slowed, Tier 3 or higher magical healing ends).
- •Pounce.
Move 8, then 3d8+8. On hit: Prone.
Can use Dark Riddle twice per round.
Medium armor VS spells (ignore all damage modifiers).
- •Mystical Claw.
1d10+12. On damage: Teleport the target 4.
- •Lightning Bolt.
(Line 12) 4d10+12.
- •Mystical Claw.
1d10+12. On damage: Teleport the target 4.
- •Fireblast.
(Reach 2) 4d10+12.
- •Mystical Claw.
1d10+12. On damage: Teleport the target 4.
- •Freezing Blades.
(Reach 6) 1d12/space moved in the area this round.
Arcane Rebound. You begin shimmering mystically.(1 use) Negate damage taken, reflect it back at the attacker.
Tiger's Swiftness. Bahor is dying! 125 more damage and he dies! Until then Mystical Claw gains (2x).
When a creature damages the glass case or attempts to pick the lock. DC 14 Perception to spot it.
- •
Summon 2/hero belker minions (d8).
- •Disable Trap.
DC 14 Arcana check.
When a creature touches the mold it explodes in a 2x2 area. DC 13 STR save or 2d10 poison damage and Poisoned for 1 minute. While Poisoned, 1d10 damage each round until successful save or cured by magical healing.
- Disable Hazard.
DIrect sunlight or fire damage destroys the mold patch.