Rock Cactus Field
Hazard
Level 3 Obstacle
XP 150

A cluster of spherical, cracked stones covers the ground. Suddenly they open, revealing spiny tendrils that lash out to snare the unwary.

Hazard: A rock cactus field fills six contiguous squares, which are difficult terrain. It appears to be a small field of rocks. The plants conceal dangerous tendrils that drain bodily fluids.Perception     DC 15: The character recognizes the field as a group of spherical cacti.     DC 20: The character notices widening cracks on the cacti, like shells beginning to open.Nature     DC 15: The character recognizes the hazard as a rock cactus field.TriggerWhen a creature enters or ends its turn in or within 2 squares of the rock cactus field, the hazard attacks.AttackOpportunity Action      Melee 2
Target: Triggering creatureAttack: +8 vs. ACHit: 2d6 + 5 damage, and the target is slowed and takes ongoing 5 damage (save ends both). Remove one square of the rock cactus field. Removing the final square ends the hazard.    Aftereffect: The target is weakened (save ends).Countermeasures     A character can attack a square of the rock cactus field (AC 17, other defenses 15; hp 8). Destroying all squares ends the hazard.

Published in Marauders of the Dune Sea, page(s) 6.