Defiled Plain
Hazard
Level 24 Obstacle
XP 6050

Blackened and lifeless, this area has been despoiled by defiling magic. The sand is strewn with the bones of tiny scavengers, the rocks are bare of lichen, and a haze of ash billows with each step.

Hazard: An area from 5 to 20 squares on a side has been denuded by the energy of defiling magic.Perception     DC 16: The character senses that the area’s barrenness is unnatural.Arcana     DC 23: The character recognizes the stain of defiling magic on the land and the debilitating influence that remains.TriggerWhen a creature enters one of the hazard’s squares or starts its turn there, the hazard makes the following attack.Attack * NecroticOpportunity Action      Melee
Target: The triggering creatureAttack: +27 vs. FortitudeHit: 4d12 + 6 necrotic damage, and the target gains vulnerable 10 to all damage (save ends).    First Failed Saving Throw: The target loses a healing surge.    Second Failed Saving Throw: The target gains vulnerable 10 to all damage until cured by means of a ritual, such as Remove Affliction. The target cannot be attacked again by this hazard until cured.Miss: Half damage.Countermeasures     Arcana DC 29: A character adjacent to or in a hazard square can make a skill check as a standard action. If the check is successful, the hazard becomes inactive until the end of the character’s next turn. An arcane character who has no arcane defiling feats (see the Dark Sun Campaign Setting) gains a +2 bonus to this check; other characters take a -2 penalty for each arcane defiling feat they have. If a preserver spends two healing surges after making this check, he or she destroys the hazard. Healing surges spent in this manner can be regained only through an extended rest.

Published in Dark Sun Creature Catalog, page(s) 142.