Hazards: A

11 hazards, from Abyss-Warped Trees to Axiomatic Polymorph Trap.

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Abyss-Warped Trees · Acid Strongbox Trap · Acidic Needle Launcher · Acidic Poison Cloud Trap · Agitated Carnivorous Plants · Air Rift · Angry Vegetation · Arcane Feedback Trap · Armageddon Orb · Ash Web · Axiomatic Polymorph Trap

Abyss-Warped Trees

HAZARD 4

unique complex environmental 

Stealth DC 12 (trained) to determine the trees can move

Description A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21).

Disable DC 22 Survival (trained) to find a location the trees can't reach or DC 24 Religion to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5-foot-square area in the grove that's safe from this hazard.

AC  18; Fort +14, Ref +14

Hardness 10, HP 40 (BT 20) per tree; Immunities critical hits, object immunities, precision damage; Weaknesses fire 5

Shift Roots [R] Trigger A creature ends its movement in the grove; Effect The trees throughout the tainted grove shift their roots wildly, making the area difficult terrain, then the Abyss-warped trees roll initiative.

Tighten Grip [F] Trigger The Abyss-warped trees critically hit a creature with a branch Strike; Effect The Abyss‑warped trees loop their branches around the triggering creature, grabbing it (Escape DC 21).

Melee [>] branch +14, Damage 2d8+5 bludgeoning

Routine (4 actions) The Abyss-warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a DC 21 Reflex save or fall prone. The Abyss-warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove.

Reset The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove.They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month.

Quest for the Frozen Flame #2: Lost Mammoth Valley, page 13.

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Acid Strongbox Trap

HAZARD 4

acid evocation magical trap 

Stealth DC 22 (trained)

Description An invisible magic field around the strongbox releases a spray of acid when disturbed.

Disable DC 22 Thievery (expert) to harmlessly bleed away the magical field or dispel magic (2nd level; counteract DC 20) to dispel it.

Acidic Spray [R] (acid, arcane, evocation) Trigger A creature touches the strongbox directly or with a held tool; Effect The trap deals 4d8+10 acid damage in a 15-foot cone in the direction of the triggering creature (DC 21 basic Reflex save).

Quest for the Frozen Flame #1: Broken Tusk Moon, page 60.

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Acidic Needle Launcher

HAZARD 16

complex mechanical trap 

Stealth DC 38 (master)

Description A ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid.

Disable Thievery (DC 36) to disable some firing mechanisms, making three adjacent squares in the trapped area safe to enter.

AC  39; Fort +30, Ref +22

Hardness 26, HP 104 (BT 52); Immunities critical hits, object immunities, precision damage

Needle Rain [R] (attack) Trigger A creature moves into the area indicated on the map; Effect The trap shoots an acidic needle at a random target in the area indicated on the map, then rolls initiative.

Ranged [>] acidic needle +35, Damage 2d6 piercing plus 8d6 acid

Routine (3 actions) The acidic needle launcher fires a needle at a random target in the area indicated on the map.

Age of Ashes #5: Against the Scarlet Triad, page 54.

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Acidic Poison Cloud Trap

HAZARD 13

alchemical complex mechanical trap 

Stealth +30 (master)

Description Five nozzles hidden across the apartment's ceiling spew thick clouds of acidic poison from a reinforced tank behind the wall.

Disable DC 35 Thievery (expert) to block one of the nozzles or DC 40 Thievery (master) to shut off the tank. The trap deactivates after 5 rounds, once the tank is empty.

AC  34; Fort +28, Ref +20

Nozzle Hardness 15, Nozzle HP 40 (BT 20) to destroy a nozzle; Tank Hardness 20, Tank HP 100 (BT 50) to damage the tank enough to stop it from spewing gas; Immunities critical hits, object immunities, precision damage

Spew Cloud [R] Trigger Twelve seconds have passed since the door to the apartment was opened; Effect The trap rolls initiative.

Routine (1 action) When it's triggered, the trap has five active nozzles, but at the end of its turn each round, one random nozzle deactivates. On the trap's turn, the active nozzles emit a cloud of acidic poison gas that expands to fill the apartment. The cloud deals 1d6 acid damage and 1d6 poison damage per active nozzle to each creature and object in the room (DC 33 basic Fortitude save). Unattended objects automatically fail saves to avoid the damage.

AoE3, page 46.

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Agitated Carnivorous Plants

HAZARD 5

uncommon environmental 

Stealth DC 20 (trained)

Description Many carnivorous plants that were once kept satiated now hunger for any meat they can get, even lashing out onto the path to get it.

Disable DC 25 Survival (trained) to distract or trick the plants or DC 22 Nature (expert) to calm the plants.

AC  20; Fort +17, Ref +9

HP 60 (BT 30); Immunities mental; Weaknesses acid 10, fire 10, slashing 10

Trapping Vines [R] Trigger A creature moves within reach of the carnivorous plants' vines; Effect The vines wrap around the triggering creature. The creature must succeed at a DC 22 Reflex save or be grabbed until it Escapes (DC 22). Whether or not the creature is grabbed, the plants make a gnawing plants Strike against the creature.

Melee [>] gnawing plants +17, Damage 8d4+12 piercing; no multiple attack penalty

Strength of Thousands #2: Spoken on the Song Wind, page 36.

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Air Rift

HAZARD 14

unique air complex environmental magical 

Stealth +22 (master) to notice the sudden breeze in the theater.

Description A portal to the Plane of Air rips open onstage, causing roaring winds to tear through the opera house.

Disable DC 38 Arcana (master) to sew the magical threads of the rift shut, DC 40 Nature or Survival (legendary) to open enough windows and doors to reduce its intensity, or dispel magic (7th level; counteract DC 34) to counteract the air rift.

AC  35 (40 vs. reactions and ranged weapon attacks); Fort +30

HP 220; Weaknesses earth vulnerability

Earth Vulnerability The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or magical effect with the earth trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level earthbind spell cast on a creature near the air rift deals 30 points of damage to the rift.

Weightlessness [R] Trigger A creature comes within 50 feet of the rift; Effect The air rift creates a shroud of subjective gravity around the creature for 1 minute. The creature can use a free action, which has the concentrate trait, to choose any direction they wish for gravity to pull them. This allows a creature to Stride along any surface or Fly in a straight line by choosing a direction into midair. For unattended objects and mindless creatures, this is microgravity: they float in place unless pushed off a surface.

Routine (1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is pushed into a solid object or another creature by this effect, both take 3d8+15 bludgeoning damage on impact.

Critical Success The creature is unaffected.Success The creature is pushed 10 feet, but takes only half damage from impact.Failure The creature is pushed 20 feet, falls prone, and takes full damage from impact.Critical Failure The creature is pushed 40 feet, falls prone, and takes double damage from impact.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 17.

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Angry Vegetation

HAZARD 20

unique complex environmental 

Stealth DC 42 (master) to notice massive buds beneath the other foliage before they open.

Description Five large flowers in the weed-choked field unfurl, each dusting pollen onto vines that animate into wemmuths.

Disable DC 48 Nature (master) or DC 48 Performance (legendary) to calm a flower, closing it.

AC  37; Fort +33, Ref +30

HP 120 per flower; Immunities mental; Weaknesses fire 20

Bloom [R] Trigger A non-plant creature enters the garden; Effect The blooms open, spawning a single wemmuth that acts on the hazard's initiative, and the hazard rolls for initiative.

Routine [>>] If there are fewer wemmuths than open flowers, the flowers create more wemmuths (so there as many wemmuths as open flowers) as their first action.

For their second action, the flowers produce a mindaddling pollen. Each non-plant creature within 30 feet of a flower must succeed at a DC 41 Fortitude save or become slowed 1 for 1 round (or confused for 1 round, on a critical failure). The pollen is an emotion, mental, and olfactory effect.

Reset Wemmuths collapse into ordinary vines and the trap resets if the area is left alone for 1 minute.

Extinction Curse #6: The Apocalypse Prophet, page 41.

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Arcane Feedback Trap

HAZARD 13

arcane magical trap 

Stealth DC 35 (expert)

Description A spike of stone bursts from the south wall and quickly retracts.

Disable DC 33 Arcana (master) to quell the rippling stone or dispel magic (7th level, counteract DC 31) to dispel the magical feedback.

Stone Spike [R] (arcane, earth, evocation) Trigger A creature in area E1 casts an arcane spell or uses an arcane ability; Effect The trap makes a stone spike attack against the triggering creature. For the next 1 minute thereafter, the ripples are stronger, giving the trap a +2 circumstance bonus on stone spike Strikes during this time.

Melee [>] stone spike +31, Damage 6d12+24 piercing; no multiple attack penalty

AoE4, page 47.

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Armageddon Orb

HAZARD 23

rare magical trap 

Stealth DC 10 or detect magic.

Description A roiling red orb, forged from a drop of the god Vroustiam's blood, rains fire from the sky when a specified condition is met.

Disable Thievery DC 48 (legendary) to imbue thieves' tools with aspects representing Khaezaithus and Bedrud and use them to drain away the orb's power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted.

Burn It All [R] (death, divine, evocation, fire) Trigger A special condition set by the trap's creator occurs; this is typically the event of their death. Effect Fire rains from the sky in a 100-mile radius, dealing 10d6 fire damage to creatures and objects in the area. Each creature or object can attempt a DC 46 basic Reflex save. Any creature reduced to 0 Hit Points by this damage dies instantly. This is not enough damage to completely burn away a forest or level an entire mountain or city, but it typically kills most creatures in the area.

Core Rulebook, page 526.

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Ash Web

HAZARD 10

environmental fungus 

Stealth DC 31 (expert)

Description This dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area B2 is a single organism. There are nine 10-foot-square patches to remove, but the whole organism dies once it takes enough damage.

Disable Survival DC 27 (expert) to remove a 10-foot-square patch of ash web without triggering the spores

AC  28; Fort +22, Ref +14

HP 100; Immunities acid, critical hits, electricity, fire, object immunities, precision damage

Spore Explosion [R] Trigger A creature moves into the ash web's space or damages the web with any type of damage other than cold damage. Requirements The ash web is not in direct sunlight. Effect The triggering creature and all creatures within 10 feet of that creature are exposed to ash web spores.

Ash Web Spores (inhaled, poison) The enfeebled condition from ash web remains even after the poison's duration ends. The condition's value reduces by 1 per hour. Gugs are immune to this poison; instead, they have vivid and strange dreams when they sleep after ingesting ash web. Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 3 (1 round)

Reset This large patch of ash web resets automatically at the start of the round.

Age of Ashes #4: Fires of the Haunted City, page 12.

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Axiomatic Polymorph Trap

HAZARD 20

magical trap 

Stealth DC 47 (master)

Description A Utopian glyph transforms trespassers into aeons.

Disable DC 48 Thievery (master) to drain the glyph's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the glyph.

Axiomatic Polymorph [R] (divine, transmutation) Trigger A creature moves within 10 feet of the entryway to the Hall of Wonders (area N4) without speaking the passphrase ("The History and Future of Humanity") in Utopian. Effect Each creature within 20 feet of the door is targeted by baleful polymorph (DC 42 Will save), except the effect transforms creatures into the form of an arbiter aeon rather than that of an animal.

Reset 1 hour.

Extinction Curse #6: The Apocalypse Prophet, page 49.

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