Explosive Monolith (3-4)

Level 1Hazard (Complex)
HazardMediumLegacy
AC 13
HP 24 (BT 12)
Speed 0 ft.
Fort +11
Ref +4
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +4
Disable DC 17 arcana, DC 17 occultism, or DC 17 religion to magically alter the runes, or DC 20 thievery to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both). Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking 2d6 fire damage(DC 17 reflex).
Immunities precision, critical hits
Recall Knowledge arcana DC 15

Abilities

Flares

Trigger A creature other than the monolith's guardians approaches within 40 feet of the monolith --- Effect the flames wreathing the monolith flare with incandescent light. The triggering creature must attempt a DC 17 fortitude save. On a failure, the creature is Dazzled for one round. On a critical failure, the creature is Blinded for one round, then Dazzled for one round. The hazard rolls initiative.

Description

A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.