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DorgaJohn

Hidden Trap!

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.

Hidden Trap!

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

00
Hidden Trap!

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.

Hidden Trap!

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.

00
Hidden Trap!

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.

Hidden Trap!

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.

Hidden Trap!

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.

remixed from Symbol of Fear.
Hidden Trap!

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.

Level 10 Solo Large Solo Dark Sphinx
M275ALL+
Dark Riddle.

(1/Round Reaction) When hit, DC 15 INTsave or Confused one round (GM spends you next action).

SOLO:
  • •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.

BLOODIED:

Can use Dark Riddle twice per round.

Level 14 Solo Solo Fiendish Crime Lord
375INT+, WIL+
Arcane Nullification.

Medium armor VS spells (ignore all damage modifiers).

SOLO:
  • •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.

BLOODIED:

Arcane Rebound. You begin shimmering mystically.(1 use) Negate damage taken, reflect it back at the attacker.

LAST STAND:

Tiger's Swiftness. Bahor is dying! 125 more damage and he dies! Until then Mystical Claw gains (2x).

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Hidden Trap!

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.

00
Obvious Hazard.

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.