Exploding Bloom Pods

Level 8Hazard
HazardMediumLegacy
AC
24
HP
66 (BT 33)
Speed
0 ft.
Perception
+0
Fort
+19
Ref
+13
Will
+0
Stealth DC
18
Immunities critical-hits, precision
Recall Knowledge DC 24 (arcana)

Abilities

Burst

Trigger A Small or larger creature moves at normal speed through the area, or the area takes less than 33 points of damage from any source


Effect The pods explode into a burst of toxic foliage, mold, and poisonous vapors. All creatures in area C3 must attempt a DC 28 reflex save, while all creatures in the ten-foot-wide tunnel leading south must attempt a DC 24 reflex save.


Critical Success The character takes no damage.

Success The character takes (1d10+6) bludgeoning,1d10 poison

Lamashtu's Bloom

While some NPCs become afflicted by Lamashtu's bloom curse during Parts 1 and 2 of this chapter, during Part 3 the PCs may be exposed to it as well. While the bloom is itself a curse, it functions mechanically more like a disease, and as such features both of these affliction traits. As long as the curse persists, a creature cannot recover from the disease, and removing the curse does not automatically remove the disease element of the affliction. Both elements must be dealt with individually be

Disable DC 28 survival (expert) (4 checks) to slice through all four of the larger shared root systems to render the dangerous pods inert, or inflict enough damage to the pods on the first attempt to reach the hazard's BT (damage that doesn't reach the hazard's broken threshold causes it to trigger)

Moving too quickly through the bed of pods causes them to shudder, emit eerie gurgling sounds, and then burst.