Venomous Spines
Level 21 Elite Blaster
XP 6400

The jungle is alive with noise and motion. For those accustomed to the wastelands of Athas, the profusion of plants is disconcerting. When nearby tree trunks peel back to reveal spines dripping with ichor, the travelers’ unease quickly turns to alarm.

Hazard: One or more squares within a jungle area act as triggers for the nearby foliage. When activated, the triggers cause a flurry of poison-tipped spines to explode from the trees.Perception     DC 22: The character detects an odd, loose quality to the bark of some of the trees in the area.Nature     DC 27: The character recognizes the nature of the venomous spine trees before moving within 6 squares of a trigger square.Initiative +14TriggerWhen any character moves within 6 squares of a trigger square, roll initiative. On the hazard’s initiative count, it makes the following attack.Attack * PoisonStandard Action      Close burst 5
Target: Each creature in burstAttack: +24 vs. ReflexHit: 4d10 + 3 poison damage. The hazard makes a secondary attack against the same target.    Secondary Attack: +24 vs. Reflex    Hit: The target is blinded and takes ongoing 5 poison damage (save ends both).Miss: Half damage.Countermeasures     Nature DC 32: As a standard action, a character adjacent to a trigger square can reduce the size of the hazard’s burst by 2 squares with a successful check. After three such successes, the hazard is neutralized.
     Acrobatics DC 27 or Stealth DC 27: A character who recognizes the nature of the hazard or has it pointed out to him or her can move within 6 squares of a trigger square without activating the hazard by succeeding on a skill check.

Published in Dark Sun Creature Catalog, page(s) 141.