Mindscouring Gust
Hazard
Level 13 Lurker
XP 800

The winds build to a fever pitch, enough to tear flesh from bones and shatter minds.

Hazard: Raging winds build from an origin square and make a close blast 4 attack each round for 2d4 rounds.Perception     Characters can’t use Perception to detect this hazard.Nature     DC 23: The character realizes that the wind is building in a particular square and from which direction it will attack.
Initiative +10
AttackStandard Action      Close blast 4
Target: Each creature in blastAttack: +16 vs. WillHit: 2d8 + 5 psychic damage, and the target is dazed until the end of its next turn.Miss: Half damage.Countermeasures     A character who spends a minor action to protect his or her ears against the wind gains a +2 bonus to all defenses against this hazard and a -2 penalty to Perception checks.
     A character who is prone or has cover takes half damage from this hazard.

Published in The Plane Above, page(s) 118.