Badlands Tremor
Level 5 Hazard
XP 200

The earth shudders and snaps, knocking creatures prone or tossing them into newly formed fissures.

Hazard: When a badlands tremor is triggered, the area shakes so violently it slams creatures painfully to the ground. The hazard is composed of four 1-square epicenters scattered about the encounter area.Perception     DC 17: The character notices a groaning noise in the earth moments before the ground begins to shake.Nature (only if the character succeeds on the Perception check)     DC 12: The character recognizes that a tremor is about to occur.     DC 17: The character identifies the epicenters.Initiative +6TriggerOnce a creature enters the encounter area, roll initiative. On the hazard’s initiative count, a random epicenter makes the following attack.AttackStandard Action      Close burst 5
Target: Each creature in burstAttack: +8 vs. ReflexHit: 2d10 + 2 damage, and the target falls prone. If the target was already prone, it is instead slowed until the end of its next turn.Miss: Half damage.Effect: Squares in the burst are difficult terrain.Countermeasures     Acrobatics DC 15: A character can spend a minor action to make a skill check to gain a +4 bonus against the hazard’s attack.

Published in Dark Sun Creature Catalog, page(s) 139.