Burning Mote
Hazard
Level 17 Obstacle
XP 1600

Spherical motes of purple fire float around the chamber, as though carried upon an imperceptible breeze.

Hazard: A burning mote randomly drifts from square to square, effecting all creatures it comes into contact with. On its turn, it moves 1d4 squares in a random direction (roll 1d8; 1 = north, 2 = northeast, 3 = east, etc.).Perception     DC 22: The character can discern that the mote of purple fire is floating freely in midair.Arcana     DC 27: The character realizes that the mote can be eliminated with a Remove Affliction ritual.Dungeoneering     DC 27: The character recognizes that the fire isn’t a living creature, but is instead a manifestation of aberrant energy from the Far Realm.Initiative A mote acts last in a roundTrigger (on the mote’s turn)When a burning mote enters a square containing a creature, it attacks.AttackStandard Action      Melee
Target: Creature in the mote’s square.Attack: +20 vs. FortitudeHit: 2d8 + 7 damage, and the target is dazed (save ends). If the target is already dazed or bloodied, it is instead stunned (save ends).Trigger (on a creature’s turn)When a creature enters or begins its turn in a square adjacent to or containing a burning mote, the mote attacks.AttackOpportunity Action      Melee
Target: Creature in the mote’s square or adjacent to the mote.Attack: +22 vs. ReflexHit: 1d8 + 7 damage, and the target is dazed (save ends). If the target is already dazed or bloodied, it is instead stunned (save ends).Special If a mote successfully attacks a stunned creature with one of the attacks listed above, that creature automatically drops to 0 hit points. if the creature is subsequently revived, it is haunted by half-remembered nightmares concerning aberrant creatures and the Far Realm. These nightmare visions persist, providing a -2 penalty to attack rolls and skill checks, until the creature takes an extended rest.

Published in P3 Assault on Nightwyrm Fortress, page(s) 33, 38 .