Necrotic Tiles (Elite)
Level 23 Elite Warder
Panels in the floor ahead appear to be made of some kind of translucent, glasslike material. As you move closer, you can see strange shapes moving within the translucent material.Trap: Necrotic emanations deal damage, weaken defenses, and repel creatures that step upon the tiles.Perception DC 16: The character hears a forlorn moaning coming from the tiles, though it sounds distant, as though heard through a barrier of some sort. DC 24: The character notices that the shapes moving in the translucent material appear to have a humanoid form.TriggerThe trap activates each time a living creature enters one of its squares.AttackFree Action when triggered
Target: Each creature in a spirit tile square.Attack: +26 vs. WillHit: 2d6 + 8 necrotic damage, all defenses -2 (save ends), and slide 4 squares.Tactics The spirit tiles slide a target toward the nearest flame jet, depending on which square the target is in when the trap attacks.Countermeasures Athletics (running jump) DC 21 or Athletics (standing jump) DC 41: A living creature can jump over the spirit tile trap into an unoccupied square. (Note the primordial fl ame jet separating the necrotic tiles from the next chamber.) This requires a check with a running jump (but the creature must start its turn in a flame jet square) or a check with a standing jump. Calculate the actual distance jumped based on a creature’s result to see where the creature lands.
Religion DC 29: A PC can attempt to disrupt the necrotic magic maintaining this trap with a successful check. A success temporarily deactivates the trap until the end of the character’s next turn.
Published in Dungeon Delve, page(s) 157.