Nightmare Terrain

Level 6Hazard (Complex)
HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
16
Immunities critical-hits
Recall Knowledge DC 22 (arcana)

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.

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)

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