Chill Strike Launcher (4e Trap)

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A magical object taking up one square, such as a a pillar with a purple orb mounted on it, that launches bolts of frigid purple energy hurtling toward its targets. Once the pillar is destroyed the orb falls and breaks into worthless shards of glass. It attacks all who come within range, unless it has been enchanted to not attack them. It is often used as protection for dungeons and fortresses that have an icy theme. Players can make an Knowlage Arcana Check, DC 10 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 pillar's attacks, possibly by using cover.

Chill Strike Launcher
Level 2 Standard Trap
125 XP
Detect: Perception DC 17 Initiative: -
HP 35
AC 15; Fortitude 12, Reflex 12, Will -
Immune Cold, poison, psychic, necrotic, forced movement, all conditions, ongoing damage
Triggered Actions
Ranged.png Attack(Arcane, Cold) ♦ Recharge D6 (4).pngD6 (5).pngD6 (6).png
Attack: Ranged 20 (one creature), +4 vs. Fortitude
Trigger: A creature enters a square within 20 squares of the trap.
Hit: 1d8 + 4 cold damage, and the target is dazed until the end of its next turn.
Destroy, ♦Disable: Arcana DC 22 (Must be next to the Chill Strike Launcher) Success: The trap is disabled.

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