Psychic Sinkhole (Elite)
Level 12 Elite Lurker
Murky water hides psychic snares that can drown prey. The victim is disoriented and thinks it has been sucked deep underwater, even though the sinkhole is largely illusory.Trap: Four water-filled squares hide the snares.Insight DC 18: An adjacent character notices a rippling disturbance in the water that indicates danger. The check can be made from farther away at DC 21.TriggerEach square of the trap attacks when a Medium or smaller creature enters one of the trap’s squaresAttackImmediate Reaction Melee Illusion
Sinkhole chuuls build these terrifying traps to catch unwary prey even in shallow water.
Target: Any creature in a trapped square.Attack: +16 vs WillHit: 1d10 + 5 psychic damage, and the target is sucked under the water, and dazed and restrained (save ends both). When a restrained target ends its turn in a psychic pit square, that target takes 1d10 + 5 psychic damage and must succeed on a DC 20 Endurance check or lose 1 healing surge. If the target has no healing surges, it takes damage equal to its level. This continues until the target dies or is rescued.Countermeasures Athletics DC 18: Standard action: A character adjacent to a sinkhole victim can pull that creature up and out of the trap. Doing so ends the trap’s effect as if the victim had escaped on its own, but allows the trap to attack the rescuer at a -2 penalty to the attack roll.
Athletics DC 21: Move action: The target ends the trap’s effect and can exit the trap into any adjacent square.
Published in Dungeon Magazine 162, page(s) 86.