Bloody Vortex (5-6)
Level 3Hazard (Complex)HazardMediumLegacy
AC 18
HP 45 (BT 22)
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Disable Slay Silaqui, or DC 20 thievery (trained) to pry the gem out of Silaqui followed by disrupting the gem's power by either breaking it (AC 18, Hardness 10, HP 45, BT 23) or using Dispel Magic (2nd rank; counteract DC 19)
Recall Knowledge arcana DC 18
Abilities
Invoke Curse↺
Trigger Silaqui rolls initiative --- Effect The ritual vortex begins to draw in nearby creatures. The trap rolls initiative.
Consuming Maelstrom↺
A creature that is pulled into the center square of the vortex (or that chooses to enter it) must attempt a DC 20 reflex save. --- Critical Success The creature is ejected safely to a square of their choice within 10 feet of the vortex. Success The creature is ejected safely to a square adjacent to the vortex. Failure The creature takes (1d10+6) electricity damage and is moved upward 40 feet. Critical Failure As failure. Additionally, the creature is exposed the raw nature of the sea devil's frenzy and is Confused for 1 round (DC 20 will negates). This is a mental effect.