Forest of Stone (Elite)
Level 1 Elite Obstacle
A stone column rises from the ground with astonishing force.
Eight squares scattered across the battlefield conceal a magic pressure plate.
DC 12: The character notices a pressure plate.
DC 15: The character senses the presence of magic.
The trap attacks when a creature enters one of the trap’s 8 squares
The creature that triggered the trap
+4 vs. Reflex
1d10 + 5 damage, the trap slides the target 2 squares, and the target falls prone.
The target returns to the last square it occupied and its move action ends immediately.
Each trapped square fills with a 20-foot tall column of stone. The column blocks movement, but can be climbed with a DC 15 Athletics check. The columns grant cover and last until the end of the triggering creature’s next turn, when the trap resets.
Thievery DC 12: An adjacent character can trigger the trap with a successful check (standard action). The columns appear in each trapped square.
Thievery DC 17: An adjacent character can disable the trap with a successful check (standard action). The square no longer triggers or launches a stone column.
Athletics DC 6 or Athletics (without a running start) DC 11: A character who makes an Athletics check can jump over a trapped square.
Dragon Magazine Annual