Level 18 TrapXP 2000
Detect automaticInitiative —
AC 30, Fortitude 30, Reflex 15, Will —
Immune cold, fire, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage
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.
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.