Nether Rift
Level 3Hazard (Complex)HazardUniqueLargeRemaster
AC 16
HP 44 (BT 22)
Speed 0 ft.
Fort +6
Ref +0
Will +0
Perc +0
Size Large
Unique
Complex Hazard
Stealth +5
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)
Recall Knowledge arcana DC 28
Abilities
Wind from the Netherworld↺defensive
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.
Description
A chill wind blows from a fissure in the cavern wall.