Steel Rain (Elite)
Hazard
Level 15 Elite Blaster
XP 2400

Ahead, rain sheets down with a metallic tinkling. The ground beneath it is not damp.

Hazard: Tiny shards of sharp metal drop from the sky and burrow into the ground or into any creatures they hit. The hazard occupies four areas, each 4 squares on a side. Steel rain squares are lightly obscured. At the start of each round, the hazard moves 1d8 squares in a random direction or in a direction you choose.Perception     No check is necessary to notice the rain.     DC 25: The creature sees that the “raindrops” are metallic.Arcana     DC 25: The character recognizes the hazard’s nature.TriggerWhen a creature enters a square of steel rain or starts its turn there, the hazard attacks.AttackOpportunity Action      Melee
Target: The triggering creatureAttack: +20 vs. ACHit: 1d10 + 5 damage, and ongoing 10 damage (save ends).Miss: Half damage.Countermeasures     A character using a shield can hold it overhead as a minor action, gaining a +1 bonus to AC against the steel rain but losing any shield bonus to AC and Reflex against other attacks. These adjustments to AC last until the start of the creature’s next turn.
     Acrobatics DC 25: If a character makes a check as part of a move action and ends his or her move outside the area of steel rain, he or she does not trigger an attack when moving through the hazard.
     Arcana DC 20: With a successful check as a minor action, a character can force one area of steel rain not to move at the start of the next round. With a successful DC 27 check, the character can move that area 1d4 squares in a direction of his or her choice.
     Perception DC 23: Harmless precipitation lightly obscures the entire encounter area. When a creature is about to enter an adjacent square of steel rain, it makes a Perception check as a free action; on a success, the creature spots the metal needles before moving into that square.

Published in The Plane Below, page(s) 19.