Nightmare Terrain

Level 6Hazard (Complex)
HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +16
Disable DC 22 arcana, DC 22 nature, DC 22 occultism, or DC 22 religion (by a hero with expert proficiency in that skill) three times to temporarily disrupt the magic, or Dispel Magic (3rd rank, DC 25)
Immunities critical hits
Recall Knowledge arcana DC 22

Abilities

Step into Nightmares

If a creature that can see moves 10 feet into the affected area, the hazard rolls Stealth (+16) for its initiative.

Description

What seems like an innocent stretch of land assaults trespassers with terrible illusions.