Acid Arrow Launcher (4e Trap)

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A magical object taking up one square, such as a pillar with a green orb mounted on it, that fires a shimmering arrow of green, glowing liquid that streaks to it's target and bursts in a spray of sizzling acid that strikes any creatures next to the target. Once the pillar is destroyed the orb will fall and crack, harmlessly shattering into worthless glass. The Trap attacks any that come within it's range (20 squares) unless it has been enchanted to not attack them.

Players can make an Knowlage Arcana Check, DC 15 to identify it when they see it.

This could be used in an encounter by positioning it so that players are within range while fighting monsters, making the encounter more difficult as they must try to avoid the Acid Arrow attacks. This would work particually well in combination with monsters that are immune to acid damage, as it can attack while they are adjacent to the target, as they will be immune to the secondary attack.

Acid Arrow Launcher
Level 3 Elite Trap
Object
300 XP
Detect: Perception DC 18 Initiative: -
HP 80
AC 16; Fortitude 13, Reflex 13, Will -
Immune acid, poison, psychic, necrotic, forced movement, all conditions, ongoing damage
Triggered Actions
Area.png Attack(Acid, Arcane) ♦ Recharge D6 (5).png D6 (6).png
Attack: Ranged 20 (one creature); +6 vs. Reflex
Trigger: A creature comes within range
Hit: 1d8 + 6 acid damage, and ongoing 5 acid damage (save ends), and make a secondary attack against all creatures adjacent to the target. Secondary Attack: +6 vs. Reflex; 1d8 + 4 acid damage and ongoing 5 acid damage (save ends).
Miss: Half damage, ongoing 2 acid damage to primary target (save ends); no secondary attacks.
Countermeasures
Destroy, ♦Disable: Arcana DC 24, two successes required (Must be next to the Acid Arrow Launcher) Success: The trap is disabled.

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