Wall of Madness
Level 13 Elite TrapXP 1600
Detect automaticInitiative -
HP 60 in each of six 5-foot sections
AC 20, Fortitude 20, Reflex 20, Will -
Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage
DC 20: The character discerns the wall is a link to the Far Realm.
DC 29: The character concludes that standing close to the wall, such as in any space beyond the altar, might trigger a trap.
DC 20: The character realizes that the wall is made from a substance not native to the world.
Madness (charm) At-Will
Trigger: A creature moves within 2 squares of the wall.
Effect: A raised scar shaped like an inverted equilateral triangle inscribed with a “Y” whose branches touch the sides of the triangle (the symbol of the Elder Elemental Eye) appears in a random location on the triggering creature’s body, usually on the forehead. The creature has a strong urge to touch the altar.
Attack (Free Action): Ranged 10 (one creature); +16 vs. Will
Hit: The target is dominated (save ends). On its turn, the dominated target attacks the nearest creature.
First Failed Saving Throw: The target is dominated (save ends; the target takes a -2 penalty to the saving throw). On its turn, the dominated target attacks the nearest creature.
Second Failed Saving Throw: The target is dominated (save ends; the target takes a -4 penalty to the saving throw). On its turn, the dominated target attacks the nearest creature.
Third Failed Saving Throw: The target is overcome by madness and drops to 0 hit points.
A character carrying an Elder Elemental Eye holy symbol or bearing the symbol as a scar does not trigger the trap.
Disable: Arcana DC 29 (standard action within 10 squares of the wall). Success: The trap is disabled for 1 round. Failure (24 or less): The trap attacks the creature attempting to disable it.
Published in Dungeon Magazine 197.