Level 11 Elite Lurker
Strange ripples flow through both the pool of water and the rivulets that trace their way across the floor.Trap: A water serpent manifests and attacks when the water in the pool is disrupted.Perception DC 21: The character realizes that the shifting water distorts the image of the key more than it should.Arcana DC 21: The character realizes that the distortion isn’t natural; illusion magic is making the key difficult to pinpoint.Trigger 1 While the key remains in the water, the serpent manifests and attacks whenever a character disrupts the water.
Trigger 2 After the key is removed from the pool but is still within the room, the water serpent attacks any creature within 2 squares of the pool at the start of that creature’s turn.
Attack * TeleportationOpportunity Action Melee 2
Target: The triggering creature, or the nearest creature to the pool if the triggering creature is using an effect to disrupt the water from a distance.Attack: +16 vs. ACHit: 2d6 + 5 damage, and the target is teleported into the center of the river, appearing adjacent to the obelisk.Countermeasures A character can ready an action to attack the water serpent (AC 22, other defenses 19, immune poison, resist 5 all, resist 15 fire) when it manifests to attack. If the serpent takes damage, it disappears without attacking, but manifests again if triggered.
Once the key has been removed from the chamber, the trap deactivates.
Published in Tomb of Horrors, page(s) 25.