Rushing Waters

Level 3Hazard
HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Stealth +10
Disable DC 20 thievery (expert) to rub out the Hidden runes on the ceiling, or Dispel Magic (2nd rank, counteract DC 18) to counteract the trap
Recall Knowledge arcana DC 18

Abilities

Spherical Delugeoffensive

Trigger A creature enters the area south of the ring of stones marked on the map --- Effect A deluge of water rises up from the ring of stones, then flows forcefully down the passageway to drain into the pit at area F1b . Large and smaller creatures in the water's path must attempt a DC 20 fortitude save. The rushing waters vanish instantly upon striking the pit floor, but do leave everything down there sopping wet. --- Critical Success The creature withstands the force of the rushing waters and is unaffected. Success The creature takes 1d10 bludgeoning damage as the rushing waters slam them into a cave wall. Failure The creature is knocked Prone by the rushing waters, takes (1d10+6) bludgeoning damage, and is pushed by the water to the spiky pit trap and triggers the trap. Critical Failure As failure, but the creature can't attempt to Grab an Edge if they fall into the spiky pit trap.

Description

Rivulets of water begin to run from the circle of stones to gather in a growing puddle at the center.