Necrotic Pool
The result of an evil presence that sits too long in water, necrotic pools grow to hate the living, and do all they can to render their prey lifeless to feed the need for evil.
Necrotic Pool Level 10 Blaster
Hazard XP 400
A tendril of necrotic liquid spills outward from the dark pool.
Hazard: The pool becomes active when triggered. Thereafter, it attacks every round on its initiative.
Perception
✦ DC 28: The character detects the pool before moving within 3 squares of it.
Additional Skill: Nature or Dungeoneering
✦ DC 24: The character recognizes the danger of the pool before moving within 3 squares of it.
Initiative +4
Trigger
The pool rolls initiative when one or more characters move within 2 squares of it. It is also triggered when a character falls into it, receiving a free attack when this occurs.
Attack
Standard Action Close burst 2
Targets: Creatures in burst
Attack: +14 vs. Reflex
Hit: 3d6+3 necrotic damage and followup.
Followup: +12 vs. Fortitude.
Hit: Ongoing 5 necrotic damage and dazed (save ends).
Miss: Half damage.
Countermeasure
✦ A character in the burst can minimize the damage of the pool with a DC 28 Acrobatics check made as an immediate interrupt before the pool’s attack. With a successful check, the character takes half damage if the pool hits and no damage if it misses. This countermeasure is unavailable if the character is immersed within the pool, for instance after falling in.
Posted in Hazard by Adam A. Thompson with no comments yet.
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