Pillar of Zealotry
Level 20 Lurker
The finely carved pillars to the northwest and southeast depict elves and humans dancing and frolicking. However, the pillars radiate a disturbing feeling of malice and dread.Trap: Each pillar attempts to dominate those who enter the chamber. The pillars draw energy from living creatures that are not devoted to Doresain and Orcus, and they function only as long as such creatures are within the room.Perception No check is required to see the pillars.Religion DC 27: The character recognizes the nature of the pillars.Initiative +9TriggerWhen characters enter the chamber, the trap activates and rolls initiative. The trap continues its attacks until no living unbelievers remain in the room.AttackStandard Action Ranged sight
Target: Two random creatures not in service to Doresain or OrcusAttack: +24 vs. WillHit: The target is dominated (save ends).Aftereffect The target is dazed (save ends).Countermeasures Arcana DC 27 or Thievery DC 27: A character can disable a pillar with three successful Arcana or Thievery checks. A pillar attacks as a free action if a check is failed.
Published in E2 Kingdom of the Ghouls, page(s) 18.