Billowing Cauldron
Object
Level 18 TrapXP 2000

Detect automatic

Initiative

HP 170

AC 30, Fortitude 30, Reflex 15, Will

Immune cold, fire, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage

Standard Actions

Poisonous Tendrils (poison, zone) Encounter

Requirement: The cauldron’s owner must activate this power and must be adjacent to the cauldron to do so.

Effect: Close burst 3; the burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes 10 poison damage.

Countermeasures

Identify: Arcana (trained only) DC 32. Arcane symbols carved into the cauldron suggest that it might be a trap.

Identify: Perception DC 17. The character notices arcane symbols carved into the cauldron.

Command: Arcana (trained only) DC 23 (standard action). Success: The character commands the tendrils to withdraw into the cauldron, negating the zone’s damage until the end of the character’s next turn.

Command: Arcana (trained only) DC 32 (minor action). Success: The character commands the tendrils to withdraw into the cauldron, negating the zone’s damage until the end of the character’s next turn.

Destroy: If the cauldron drops to 0 hit points, it makes the attack shown under Tip Over (below) but in a close burst 2 rather than a blast.

Lid: Perception DC 23 (minor action). Success: The character spots the cauldron’s lid beside it. A creature has to take a standard action to place or remove the lid. Placing the lid on the cauldron negates the zone until the lid is removed again.

Tip Over: Athletics DC 32 (standard action).The character takes 15 fire and poison damage regardless of the check result. Success: The character dumps the cauldron’s contents and makes the following attack.
    Attack: Close blast 5 (creatures in the blast); +21 vs. Fortitude
    Hit: Ongoing 10 fire and poison damage (save ends).
    Miss: Ongoing 5 fire and poison damage (save ends).
    Effect: The trap’s effect ends.

Published in Dungeon Magazine 200.