Level 13 Elite Lurker
Clear water and sheltering palms entice sun-scorched travelers, beckoning the unwary to their doom.Hazard: A false oasis is 6 squares by 6 squares in size. The inviting illusion hides a cluster of bloodsucking desert creepers filling a 2-by-2-square area of blocking terrain at the center of the mirage.Perception No check is necessary to notice the tranquil, compelling vision.Arcana DC 23: The character realizes that the oasis is an illusion and identifies the threat at the center of the area.Insight DC 18: The character recognizes the telltale signs that the oasis is an illusion, but can’t sense the threat it conceals.Initiative +10Trigger 1When a character approaches within 3 squares of the false oasis, roll initiative. On the hazard’s initiative count, it makes the following attack.Attack * Charm, IllusionStandard Action Close burst 3
Target: One, two, or three creatures in burstAttack: +18 vs. ACHit: The hazard pulls the target 2 squares toward its center. If the target ends this movement in a square adjacent to the area containing the creepers, the target is restrained (escape DC 27).Trigger 2When a character starts its turn in a square adjacent to the area containing the creepers, the hazard makes the following attack.Attack * NecroticOpportunity Action Melee
Target: The triggering creatureAttack: +16 vs. FortitudeHit: The target is weakened and takes ongoing 10 necrotic damage (save ends both).Miss: The target takes 5 necrotic damage.Countermeasures The false oasis has AC 30, Fortitude 24, Reflex 24, Will 24, hp 105, and vulnerable 15 radiant. If the hazard is reduced to 0 hit points, the illusion dissipates.
Published in Dark Sun Creature Catalog, page(s) 140.