Flooding Monolith (3-4)

Level 2Hazard (Complex)
HazardMediumLegacy
AC
15
HP
34 (BT 17)
Speed
0 ft.
Perception
+0
Fort
+12
Ref
+5
Will
+0
Stealth DC
5
Immunities precision, critical-hits
Recall Knowledge DC 16 (arcana)

Abilities

Flare

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 18 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.

Disable DC 18 arcana, DC 18 occultism, or DC 18 religion to magically alter the runes, or DC 21 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 18 reflex save).

A surge of abyssal energy creates a powerful wave pushing away from the monolith.