Illusory Monster
Level 8 TrapXP -

Initiative +6

HP 5 per dungeon level

AC 10, Fortitude 10, Reflex 10, Will

Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage

Speed 6


Increasing Difficulty

The illusory monster gains a +1 bonus to all defenses, attack rolls, and damage rolls equal to the dungeon level where it’s encountered.

Standard Actions

Attack (psychic) At-Will

Attack: Melee 1 (one creature); +11 vs. Will

Hit: 2d8 + 7 damage.

Special: The damage from this attack is actually psychic damage. If the target has resistance to psychic damage, the damage is reduced accordingly. However, the target perceives it as physical damage until the monster’s illusory nature is ascertained.


Disable: Arcana DC 24 (standard action). Success: The character gains one success toward disabling the illusions. After six successes, one on each dungeon level, the rooms no longer spawn illusory monsters, and the characters disarm the illusory monster trap. Failure (5 or more): The next room entered spawns two illusory monsters instead of one.

Published in Dungeon Magazine 214.