Flawed Memories
Level 16Hazard (Complex)HazardUniqueLargeRemaster
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
35
Recall Knowledge DC 45 (arcana)
Attacks
Melee Water Jet +38 (poison), Damage 3d10+18 bludgeoning plus mindwarp ink
Abilities
Mindwarp Ink↺
Trigger A creature moves into the ink-fouled water
Effect The creature must attempt a DC 37 will save to avoid becoming Stupefied 1 for 24 hours (Stupefied 2 for 24 hours on a critical failure). The hazard then rolls initiative.
Disable DC 45 crafting (master) to release alchemical reagents to neutralize the ink in the water, DC 42 nature (legendary) to manipulate the primal magic in the region and negate the ink's effects, or Dispel Magic (8th rank; counteract DC 34) to counteract the magical ink in the water; four success are required to disable it (spells that purify or manipulate water, such as Cleanse Cuisine or Control Water, can affect this hazard as if the caster were using an equal rank dispel magic )
The murky waters that fill the chamber grant false visions of the past.