Malachi's Grasping Mist (Elite)
Trap
Level 16 Elite Obstacle
XP 1600

Wisps emerge from the ghostly mist, solidifying and lashing at you.

Trap: Mist fills this room, allowing the grasping mist to attack anywhere within it. The room’s doors close moments after a number of intruders enter the room, then the trap rolls initiative. It also attacks when a creature approaches a door.Perception     DC 23: The character spots the grasping mist before it attacks.Arcana     DC 18: The character recognizes the room’s doors are the trap’s focus.     DC 23: The character’s knowledge provides a +2 bonus to Thievery checks to open a door.Initiative +11Attack • NecroticStandard Action      Close blast 4 (from each dorrway, which fills the room)
Target: Each creature in blastAttack: +16 vs. WillHit: 1d10 + 2 necrotic damageAttack • NecroticOpportunity Action      Melee 1
Trigger When a creature moves adjacent to or touches a doorway while inside the room.Target: The triggering creatureAttack: +16 vs. FortitudeHit: The target is dazed (save ends) and pushed 2 squares.Miss: The target is dazed until the end of its next turn.Countermeasures     Acrobatics (part of a move action; DC 26) The character can tumble through an open doorway without triggering the opportunity attack.
     Arcana DC 26: Standard action: The character clears all adjacent squares of mist. Those squares are safe from the trap’s next standard action attack. Then the mist returns, unless the character clears the squares again.
     Athletics DC 30: Standard action: The character breaks a door open, taking a -2 to defenses while doing so.
     Standard action: An adjacent character can open a door without triggering the opportunity attack.
     A character can ready an attack on the grasping mist as it makes its standard action attack. The grasping mist has defenses of 25. If the character hits, the character’s square and those in the attack’s area are safe from the trap’s next standard action attack.
     A character can attack a door (defenses 22; 75 hp).

Published in Dungeon Magazine 163, page(s) 84.