Hazards: P

23 hazards, from Painful Suggestion Trap to Purple Dye Trap.

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Painful Suggestion Trap · Paralyzing Light Trap · Perilous Flash Flood · Phantom Bells · Phantom Footsteps · Phantom Jailer · Pharaoh's Ward · Planar Rift · Planar Tear · Plummeting Doom · Plunger Chute · Poisoned Dart Gallery · Poisoned Dart Statues · Poisoned Lock · Poisoned Lock · Poisoned Secret Door Trap · Poisonous Atmosphere · Polymorph Trap · Pouncing Tiger Haunt · Precarious Pile · Precarious Thunderstone Trap · Punishing Altar · Purple Dye Trap

Painful Suggestion Trap

HAZARD 8

magical trap 

Stealth DC 26 (expert)

Description A hidden rune on the floor under the filth, just past the threshold, triggers an ersatz ghost.

Disable DC 28 Thievery (expert) to remove the rune without triggering it, or dispel magic (4th level; counteract DC 26) to dispel the rune.

Counterfeit Haunting [R] (auditory, enchantment, incapacitation, linguistic, mental) Trigger A living creature moves over the rune; Effect A frightful moan echoes through the room, and a hoarse telepathic voice shouts, "Get out!" This shout deals 6d12 mental damage to creatures in the room (DC 26 basic Will save). Creatures who fail this saving throw must immediately leave the room and can't willingly reenter it for 1 minute (1 hour on a critical failure).

Reset The trap automatically resets after 1 hour.

Abomination Vaults #2: Hands of the Devil, page 54.

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Paralyzing Light Trap

HAZARD 8

complex magical trap 

Stealth DC 18 (expert)

Description When any creature other than a devil enters the light, the magic interwoven in the light holds the creature in place and rings an alarm.

Disable DC 26 Thievery (master) to distort or diffuse the light, keeping the light cone intact but preventing the trap from triggering, or dispel magic (4th level; counteract DC 26) to dispel the light, leaving the room in darkness.

Stasis Field [R] (enchantment, incapacitation, mental, occult) Trigger A non-devil creature moves into the light; Effect The light expands to fill the room, and each nondevil creature within the room must attempt a DC 26 Will save. A high-pitched chime sounds in the barracks (area D15), audible in this room as well. The trap then rolls initiative. Critical Success The target is unaffected.Success The target is stunned 2.Failure The target is paralyzed for 1 round.Critical Failure The target is stupefied 2 for 1d4 rounds and paralyzed for 1 round.

Routine (1 action) All stunned and paralyzed creatures in the room take 1d10 mental damage (DC 26 basic Will save). Creatures who fail also become paralyzed for 1 round but can use a reaction to mentally fight off this stasis; creatures who do so take 5d10 mental damage but are no longer paralyzed.

Reset The stasis magic in the light builds up over the course of an hour, after which the trap can trigger again.

Abomination Vaults #2: Hands of the Devil, page 52.

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Perilous Flash Flood

HAZARD 10

complex environmental 

Stealth +22 (expert)

Description Whether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its container, this relentless flood batters everything in its path.

Disable three DC 35 Athletics, Crafting, or Survival checks to move or construct barricades strong enough to create a shelter from the flood. While this creates a safe place to stand, creatures outside of the barricaded area may still be in danger depending on the nature and the source of the flood.

Burst Free [R] Trigger A creature or effect breaks the flood's containment; Effect The hazard rolls initiative as the flood surges forth.

Routine (1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a DC 30 Fortitude save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a DC 20 Athletics check to Swim in order to move, and those who do not succeed at a check to Swim each round may drown.

Critical Success The creature takes no damage.Success The creature takes half damage.Failure The creature takes full damage and is moved 10 feet along with the water.Critical Failure The creature takes double damage and is moved 20 feet along with the water.

It deals 2d12+8 bludgeoning damage. Each creature exposed to the flood must attempt a DC 29 Fortitude save, becoming sickened 1 on a failure or sickened 2 on a critical failure. Additionally, creatures who come into contact with the flood waters are exposed to filth fever (DC 20 Fortitude, Bestiary 258).

Gamemastery Guide, page 80.

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Phantom Bells

HAZARD 6

rare auditory complex haunt sonic 

Stealth +10

Description The echo of diabolic bells reverberates with a bone-shaking clamor.

Disable Religion DC 27 (expert) to break the curse with recitations against the power of Hell (2 actions), or Performance DC 22 (expert) to Perform an opposing composition.

Distant Ringing [R] (auditory, sonic) Trigger A living creature approaches within 30 feet. Effect Sounds of creaking metal fill the area as the phantom bells begin to swing and the haunt rolls initiative.

Routine (1 action) The bells toll, dealing 4d6 sonic damage to each living creature within 30 feet (DC 24 basic Fortitude save).

Reset The bells cease ringing if there are no living creatures within 30 feet.

Age of Ashes #3: Tomorrow Must Burn, page 28.

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Phantom Footsteps

HAZARD -1

haunt 

Stealth DC 15

Description Audible footsteps approach from behind, but their source is not apparent.

Disable DC 17 Religion (trained) to ritually ward off lesser spirits or DC 18 Occultism to exorcise the spirit

Stalk [R] (auditory, emotion, enchantment, fear, mental, occult) Trigger A creature passes by the footsteps' path; Effect Footsteps with no visible source closely shadow the triggering creature, then stop. The triggering creature must attempt a DC 16 Will save. Critical Success The creature is unaffected.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 3.

Reset 1 hour

Book of the Dead, page 64.

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Phantom Jailer

HAZARD 3

haunt 

Stealth DC 20 (trained) to notice the manacles twitch

Description A spirit appears and arrests the creature by clamping manacles around their wrists.

Disable DC 18 Athletics to seize the manacles from the spirit, DC 19 Intimidation (trained) to order the spirit to stand down, or DC 20 Occultism to exorcise the spirit

Capture [R] Trigger A creature touches the manacles; Effect The spirit attempts to lock the manacles around the triggering creature's wrists. The triggering creature must attempt a DC 23 Reflex save. Critical Success The creature is unaffected.Success The spirit loosely places manacles around the creature's wrists. Removing the manacles requires a single action.Failure The spirit clamps the manacles around the creature's wrists but fails to lock them. The creature is flat-footed and clumsy 1 until the manacles are removed as a 3-action activity.Critical Failure The spirit clamps the manacles around the creature's wrists and locks them. The creature is flat-footed and clumsy 1 until the manacles are removed (Escape DC 23, simple lock).

Reset 1 day

Book of the Dead, page 65.

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Pharaoh's Ward

HAZARD 7

magical trap 

Stealth DC 25 (expert)

Description A curse is imbued on an entryway's threshold.

Disable Thievery DC 27 (master) to painstakingly remove the lintel without triggering the magic, or dispel magic (4th level; counteract DC 25) to counteract the rune.

Curse the Intruders [R] (curse, divine, necromancy) Trigger The seal on the tomb is broken from the outside. Effect Each living creature within 60 feet must succeed at a DC 23 Will save or be subjected to the pharaoh's curse. A cursed creature takes a –2 status penalty to Fortitude saves, and any natural or magical healing it receives is halved. The curse remains until removed by remove curse or similar magic.

Reset The trap resets when the door is shut.

Core Rulebook, page 524.

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Planar Rift

HAZARD 13

magical trap 

Stealth DC 35 (trained)

Description A rift attempts to draw creatures into another plane (the GM chooses the specific plane).

Disable Thievery DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th level; counteract DC 31) to counteract the rift.

Into the Great Beyond [R] (conjuration, occult, teleportation) Trigger A creature moves within 10 feet of the rift. Effect The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate.

Core Rulebook, page 525.

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Planar Tear

HAZARD 22

rare complex conjuration divine environmental kaiju teleportation 

Stealth +32 (master) to notice Geifeidrous twisting its shape in preparation of creating a planar rift

Description Geifeidrous opens a massive rift in the Material Plane that pulls nearby creatures into another plane entirely. The rift is typically to a random plane in the multiverse, though Geifeidrous can have the rift pull creatures into a plane of Geifeidrous's choosing. Additionally, Geifeidrous can choose any number of creatures to be immune to the effects of the planar rift, usually due to the kaiju recognizing the innocence of the creatures.

Disable DC 47 Lore (master) related to the specific plane beyond the rift to disrupt the planar frequency and close the rift, DC 52 Arcana (legendary) or Occultism (legendary) to undo the magical manifestation of the rift, DC 55 Performance (legendary) to play a tone that counteracts the rift's harmonic frequency, or DC 55 Diplomacy (legendary) or Religion (legendary) to plead with Geifeidrous to close the rift

Tear Reality [R] Trigger Geifeidrous recognizes a nearby threat as needing an indisputable resolution, or a deity tasks Geifeidrous with creating a planar rift; Effect Geifeidrous twists its body, aligning its segmented sections into a fine blade, and cuts the fabric of the Material Plane. It creates an enormous rift in a point in the sky within 1 mile. The rift is 100 feet long and 50 feet wide. The hazard rolls initiative.

Routine (1 action) The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a DC 45 Fortitude or Reflex save (the creature's choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled.

Critical Success The creature resists the pull and doesn't move towards the rift.Success The creature is moved 25 feet toward the rift.Failure The creature is moved 50 feet toward the rift.Critical Failure The creature is moved 100 feet toward the rift. The harsh pull causes the creature to take 10d6 bludgeoning damage.

If a creature is directly beneath the rift when the rift pulls it, the creature instead attempts a DC 50 Fortitude or Reflex save (the creature's choice) to avoid being pulled into the rift. On a failure, the creature is pulled up into the rift and thrown to a random point on the plane on the other side.

Reset Geifeidrous vanishes 1 minute after opening the rift, which closes the rift. Geifeidrous must wait 1 week before it can open another planar rift.

LOMM, page 40.

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Plummeting Doom

HAZARD 15

haunt 

Stealth DC 40 (master) to hear the echoes of a faraway object crashing into the ground

Description Four vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff.

Disable DC 40 Athletics (trained) to push back so forcefully that the spirits fear being thrown off the cliff, or DC 40 Religion (expert) to temporarily seal the spirits away

Call of the Ground [R] (divine, abjuration) Trigger A creature approaches within 15 feet of the edge of the cliff; Effect Each spirit attempts to throw a creature within 60 feet of the cliff's edge off the cliff by attempting a check with a +26 modifier against the target's Fortitude DC. If the haunt succeeds, the target is thrown over the edge of the cliff, where it then falls 120 feet to the ground. Until the haunt is defeated, each creature within 60 feet of the cliff's edge must attempt a DC 40 Will save each time they would spend an action or reaction to Arrest a Fall, Fly, Grab an Edge, or otherwise avoid falling; if they fail the save, the action is disrupted. The haunt automatically attempts to counteract spells that would slow a fall or mitigate the effects of falling, such as feather fall, with a counteract modifier of +32.

Reset 1 hour

Gamemastery Guide, page 79.

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Plunger Chute

HAZARD 3

mechanical trap 

Stealth DC 22 (expert)

Description A trapdoor in the floor conceals a hidden chute, and a moving section of wall shoves victims into it.

Disable DC 23 Thievery (expert) to jam the trapdoor shut or activate a hidden bypass switch by twisting a fitting on the gas lamp.

AC  22; Fort +14, Ref +8

Trapdoor Hardness 10, Trapdoor HP 40 (BT 20)

Pitfall and Plunger [R] Trigger A creature walks onto the trapdoor; Effect Anyone within 10 feet of the room's northern wall falls 40 feet down the shaft to area E33, taking 20 bludgeoning damage and landing prone in the ochre jelly's pit. The victims can Grab an Edge to avoid falling. The DC to Grab an Edge is 20; the DC to Climb the walls is 22.

AoE1, page 58.

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Poisoned Dart Statues

HAZARD 14

complex mechanical trap 

Stealth +24 (expert) or DC 39 (master) to notice the control panel. Anyone specifically searching the name plate of Abresha Tallow-Hands locates the control panel automatically.

Description Countless poison darts fire from holes in the statues and walls of this hall.

Disable DC 34 Thievery (master) on the control panel deactivates the trap.

AC  34; Fort +20, Ref +25

Control Panel Hardness 24; Control Panel HP 96 (BT 48); Immunities critical hits, object immunities, precision damage.

Dart Volley [R] Trigger A creature makes noise in the hall, which can be avoided with a successful DC 28; Effect Stealth check; The trap makes a poisoned dart Strike against the triggering creature, then rolls initiative.

Routine (1 action) The trap launches one dart against every creature in the hall as 1 action. Because it launches darts continuously, the trap can also use the.

Continuous Barrage free action (see below) to launch darts at each creature during that creature's turn. The trap doesn't take a multiple attack penalty.

Ranged [>] poisoned dart +28, Damage 4d4 piercing plus terinav root poison; no multiple attack penalty

Continuous Barrage [F] Trigger A creature within the hallway finishes an action while the trap is active; Effect The trap makes a poisoned dart Strike against the triggering creature.
Terinav Root Poison (poison) Saving Throw DC 28.
Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and clumsy 2 (1 round); Stage 2 5d6 poison damage, clumsy 2, and –5-foot status penalty to all Speeds (1 round); Stage 3 7d6 poison damage, clumsy 2, and –10-foot status penalty to all Speeds (1 round)

Reset The trap deactivates and resets after 1 minute.

AoE4, page 30.

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Poisoned Lock

HAZARD 1

mechanical trap 

Stealth DC 17 (trained)

Description A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock.

Disable Thievery DC 17 (trained) on the spring mechanism.

AC  15; Fort +8, Ref +4

Hardness 6, HP 24 (BT 12); Immunities critical hits, object immunities, precision damage

Spring [R] (attack) Trigger A creature tries to unlock or Pick the Lock; Effect A spine extends to attack the triggering creature.

Davreikourn Poison (poison) Saving Throw DC 19 Fortitude; Maximum Duration 4 hours; Stage 1 1d6 poison damage and drained 1 (1 hour); Stage 2 2d6 poison damage and drained 2 (1 hour); Stage 3 3d6 poison damage and drained 2 (1 hour)

Melee [>] spine +13, Damage 1 piercing plus davreikourn poison; no multiple attack penalty

Core Rulebook, page 523.

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Poisoned Lock

HAZARD 1

mechanical trap 

Stealth DC 17 (trained)

Description A spring-loaded, poisoned spine is hidden near the keyhole of a lock.

Disable Thievery DC 17 (trained) on the spring mechanism.

AC  15; Fort +8, Ref +4

Immunities critical hits, object immunities, precision damage

Spring Dart [R] (attack) Trigger A creature attempts to unlock or pick the lock. Effect A spine springs out and attacks the triggering creature.

Davreikourn Poison (poison) Saving Throw DC 19 Fortitude; Maximum Duration 4 hours; Stage 1 1d6 poison damage and drained 1 (1 hour); Stage 2 2d6 poison damage and drained 2 (1 hour); Stage 3 3d6 poison damage and drained 2 (1 hour)

Melee [>] spine +13, Damage 1 piercing plus davreikourn poison; no multiple attack penalty

The Fall of Plaguestone, page 19.

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Poisoned Secret Door Trap

HAZARD 14

magical mechanical trap 

Stealth DC 34 (master)

Description Multiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out.

Disable DC 34 Thievery (expert) to break the mechanism,

or DC 39 Perception (master) to identify the three stones that, when pressed, prevent the trap from triggering AC 36; Fort +28, Ref +19 Hardness 23; HP 92 (BT 46); Immunities critical hits, object immunities, precision damage.

Spring [R] (attack) Trigger A creature tries to open the door, whether or not it is still locked, without first depressing three specific stones on the door's surface; Effect Needles pop out of the door at the triggering creature.

Purple Worm Venom (poison) Saving Throw DC 34.

Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 8d6 poison and enfeebled 2 (1 round)

Melee [>] needles +32, Damage 1d12 piercing plus purple worm venom; no multiple attack penalty

Reset If disabled, the trap resets after 1 minute.

Extinction Curse #4: Siege of the Dinosaurs, page 36.

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Poisonous Atmosphere

HAZARD 1

complex environmental magical mental poison 

Stealth +5 (expert) to identify the source of sudden nausea

Description Traishin's poisonous, magical atmosphere has strange effects on the planet's creatures.

Disable DC 20 Survival (trained) or Occultism (trained) to breathe pockets of safe air trapped in bags and clothing

Poisonous Atmosphere [R] (illusion, mental, occult) Trigger A non-native creature breathes the atmosphere; Effect The triggering creature must attempt a DC 17 Fortitude save. The hazard then rolls initiative. Critical Success The creature is invigorated by the atmosphere and is quickened for 1 round.Success The creature is unaffected.Failure The creature is clumsy 1.Critical Failure The creature is confused for 1 round.

Routine (1 action; illusion, mental, occult) The atmosphere continues to affect all creatures in the area, requiring a new Fortitude save each round against its Poisonous Atmosphere (above). A creature holding its breath gains a +2 circumstance bonus to the save.

Gatewalkers #1: The Seventh Arch.

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Polymorph Trap

HAZARD 12

magical trap 

Stealth DC 34 (trained)

Description A Druidic glyph tries to transforms a trespasser into an animal.

Disable Thievery DC 32 (master) to drain the glyph's power harmlessly, or dispel magic (6th level; counteract DC 30) to counteract the glyph.

Baleful Polymorph [R] (primal, transmutation) Trigger A creature moves within 30 feet of the glyph without speaking the passphrase in Druidic. Effect The creature is targeted by baleful polymorph (DC 32 Will save).

Core Rulebook, page 525.

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Pouncing Tiger Haunt

HAZARD 2

haunt 

Stealth DC 21 (trained)

Description A cave painting of a great cat roars to life and leaps off the wall to attack.

Disable DC 18 Nature (trained) or Religion (trained) to quell the spirit

AC  18; Fort +11, Ref +5

Hardness 8, HP 30 (BT 15); Immunities critical hits, object immunities, precision damage; Weaknesses acid 5

Tiger Slash [R] Trigger A living creature approaches within 5 feet of the cave painting; Effect The haunt deals 4d8 slashing damage with semisolid claws (DC 18 basic Will save). On a failed save, the target is also frightened 1 and fleeing for 1 round (or frightened 2 and fleeing for 1 minute on a critical failure).

Reset If the cave painting isn't destroyed, the haunt resets after 1 day

Quest for the Frozen Flame #1: Broken Tusk Moon, page 42.

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Precarious Pile

HAZARD 2

environmental 

Stealth DC 9

Description This dangerously unsteady pile of miscellaneous goods stands 7 feet high and 10 feet wide.

Disable DC 15 Thievery to carefully excavate a path through the wall without upsetting its balance, or DC 17 Athletics to hold up any unstable portions

AC  16; Fort +10, Ref +2

Hardness 5, HP 25 (BT 12); Immunities critical hits, object immunities, precision damage

Collapse [R] Trigger A creature attempts to climb or remove an object from the wall or the wall suffers a forceful impact; Effect The wall collapses, dealing 2d8 bludgeoning damage to creatures on it or within 10 feet of it. A creature that succeeds at a DC 18 Reflex save takes half damage and rolls out of the way in a random direction. On a critical success, they take no damage and can choose the direction.

LTiBA, page 3.

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Precarious Thunderstone Trap

HAZARD 1

mechanical trap 

Stealth DC 15 (trained)

Description A tripwire fastened to the gate snaps when the gate is opened, releasing a moderate thunderstone to the ground.

Disable DC 15 Thievery (trained) to remove the thunderstone or DC 18 Reflex save to catch the falling thunderstone

AC  12; Fort +7, Ref +3

Wire Hardness 3, Wire HP 10 (BT 5); Immunities critical hits, object immunities, precision damage

Thunderstone [R] (sonic) Trigger The front gate is opened; Effect A moderate thunderstone falls on the flagstones and activates, dealing 2 sonic splash damage to each creature within 10 feet of the gate. Creatures in the area must succeed at a DC 17 Fortitude saving throw or be deafened for 1 round. Adjacent creatures can attempt to catch the falling thunderstone (see Disable, above).

OoA1, page 33.

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Punishing Altar

HAZARD 4

unique magical necromancy negative trap 

Stealth DC 25 (trained) to notice the bowl is the center point for a magical trap

Description The bowl releases a wave of negative energy when a living creature approaches without displaying a religious symbol of Vriagaikriarn.

Disable DC 22 Thievery (expert) to remove the bowl without triggering the magic, or dispel magic (2nd level, counteract DC 20) to counteract the runes

AC  21; Fort +14, Ref +14

Hardness 12, HP 46 (BT 23); Immunities critical hits, object immunities, precision damage

Necromantic Wave [R] Trigger A living creature approaches within 10 feet of the bowl without displaying a religious symbol of Vriagaikriarn; Effect The bowl releases a wave of necromantic energy, dealing 4d8+10 negative damage (DC 21 basic Reflex save) to the triggering creature and all creatures in the area not displaying a religious symbol of Vriagaikriarn. On a critical failure, a creature becomes drained 1.

Quest for the Frozen Flame #2: Lost Mammoth Valley, page 15.

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Purple Dye Trap

HAZARD 3

mechanical trap 

Stealth DC 20 (trained)

Description A spring-loaded glass jar containing purple dye and a thunderstone pops from the ground and explodes when a pressure sensor is triggered.

Disable DC 17 Thievery (trained) to remove the jar and thunderstone carefully or DC 20 Athletics to reinforce the flagstone pressure sensor with an improvised wedge

AC  15; Fort +10, Ref +4

Flagstone Hardness 7, Flagstone HP 44 (BT 22); Immunities critical hits, object immunities, precision damage

Exploding Jar [R] Trigger A creature or object weighing at least 50 pounds is placed on one of the flagstones running north to south on the west side of the yard (marked "T" on the map on page 32) Effect A glass jar containing purple dye and a thunderstone pop from the ground between the flagstones. The sudden movement causes the thunderstone to clink against the jar and explode. All creatures in a 10-foot radius take 2 sonic damage and must succeed at a DC 17 Fortitude save or be deafened for 1 round. In addition, each creature in that area is splattered with purple dye and showered with glass, taking 1d4+2 piercing damage (DC 20 basic Reflex save). Creatures splattered with purple dye take a –1 circumstance penalty to Charisma-based skill checks. Fully dying the affected hair or clothing removes this penalty. Dyed skin fades after a week but can be covered up with a successful DC 12 Disguise check and the appropriate cosmetics.

OoA1, page 34.

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