Legion's Hold Trap (4e Trap)

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A magical object taking up one square, such as a stone pillar with a Black Orb on the top, which causes it's victims to stop in their tracks. Once the pillar is destroyed the Orb will fall and crack, harmlessly shattering into pieces of glass.

Players can make a DC 30 Arcana knowledge check to identify it when they see it.

This trap can be used to make adventurers vulnerable to attacks from other traps or from monsters. It can be used to great effect in fights with monsters immune to psychic attacks, as the burst will not affect them.

Legion's Hold Trap
Level 29 Standard Trap
Object
15000 XP
Detect: Perception DC 25 Initiative:
HP 400
AC 45; Fortitude 45, Reflex 15, Will -
Immune poison, psychic, necrotic, forced movement, all conditions, ongoing damage
Triggered Actions
Area.png Attack(Arcane, Charm, Psychic) ♦ Recharge D6 (6).png
Attack: Close burst 20 , +30 vs. Will
Trigger: A creature comes within 10 squares
Hit: 4d10 + 24 psychic damage and the targets are stunned (save ends)
Miss: Half damage, and the target is dazed. (save ends)
Countermeasures
Destroy, ♦Disable: Arcana DC 40, Success: The trap is disabled.

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