That Which Should Not Be
Trap
Level 20 Blaster
XP 2800

A black soupy morass fills the basin and when a living creature draws near, it stirs into action.

Trap: The basin ooze is a little touchy, and the trap springs as soon a living creature moves adjacent to it.Perception     DC 16: The character notices the foulness in the basin.     DC 24: The character notices the fluids twitch and writhe.Initiative +24TriggerWhen a character ends its movement in a space adjacent to the basin, the hazard rolls initiative and attacks on its turn.Attack * NecroticStandard Action      Melee 5
Target: One creatureAttack: +23 vs. ReflexHit: 2d6 + 7 necrotic damage, and the target is grabbed. It takes a -5 penalty to attempts to escape the grab. The creature takes ongoing 10 necrotic damage as long as it is grabbed by that which should not be.Miss: Half damage, and the target is knocked prone.Special: That which should not be can have up to four creatures grabbed at once.Countermeasures     A creature can attack that which should not be with a fire attack (AC 32, other defenses 30). If that which should not be is hit with two fire attacks, it is disabled.
     Strength DC 27: With a successful check, a creature can knock the basin to the floor, spilling the ooze and disabling the trap.

Published in Draconomicon: Metallic Dragons, page(s) 145.