Nether Rift

Level 3Hazard (Complex)
HazardUniqueLargeRemaster
AC
16
HP
44 (BT 22)
Speed
0 ft.
Perception
+0
Fort
+6
Ref
+0
Will
+0
Stealth DC
5
Immunities cold, critical-hits, precision
Weaknesses fire 5
Recall Knowledge DC 28 (arcana)

Abilities

Wind from the Netherworld

Trigger The Path River Peeler enters the cave


Effect A gust of ice-cold wind from the Netherworld blasts from the rift in a 15-foot cone. Creatures in the area take 2d4 cold damage (DC 20 fortitude save). The hazard then rolls initiative.

Disable DC 18 arcana, DC 18 nature, DC 18 occultism, or DC 18 religion (trained) to seal the rift, three successes total; or Dispel Magic (3rd rank; counteract DC 17)

A chill wind blows from a fissure in the cavern wall.