Devil Dune
Hazard
Level 9 Obstacle
XP 400

A mound of sand surges before a heavy wind, consuming anyone in its path.

Hazard: This heap of sand, up to 4 squares by 4 squares in size, is mobile enough to be pushed about by the relentless currents of air. It is also voluminous enough to swallow creatures in its flow.Perception     No check is necessary to spot the large mound of sand or to notice the high winds.Nature     DC 19: The character realizes the suffocating danger posed by the devil dune.Initiative +6Trigger 1Once a creature enters the encounter area, roll initiative. On the devil dune’s initiative count, it moves and makes the following attack.AttackStandard Action      Melee
Effect: The devil dune shifts 4 squares toward the nearest creature. This movement does not provoke opportunity attacks.Target: Each creature whose space the devil dune entersAttack: +12 vs. ReflexHit: 2d6 + 3 damage, and the target is slowed, takes ongoing 5 damage, and treats all creatures more than 2 squares away as having concealment (save ends all).Miss: The target is slowed until the end of its next turn.Trigger 2When a creature starts its turn entirely within the devil dune, the hazard makes the following attack.AttackOpportunity Action      Melee
Target: The triggering creatureAttack: +12 vs. FortitudeHit: 4d6 + 3 damage, and the target is restrained (escape DC 19).Countermeasures     As an immediate interrupt when the devil dune attacks, a character trained in Acrobatics can substitute an Acrobatics check result for his or her Reflex defense. The character must accept the result even if it is lower than his or her Reflex.

Published in Dark Sun Creature Catalog, page(s) 140.