Field of Everice (4e Hazard)

From D&D Wiki
Revision as of 08:10, 20 May 2012 by Marasmusine (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

The area around a portal to the Elemental Chaos can become imbued with magic, sometimes manifesting itself as everice. The place appears normal to all but the most knowledgeable observer.

A field of everice is usually 20 contiguous squares. A successful perception check (DC 33) reveals the faintest shimmer in across the ground, but a successful arcana check (DC 24) is required to identify it as everice. When a living creature enters the area, the hazard is triggered and it attacks, chunks of ice erupting around the creature.

Field of Everice
Level 19 Hazard
Terrain
2400 XP
Detect: Perception DC 33 Initiative: -
Immune attacks
Triggered Actions
Melee.png Attack(Cold) ♦ At-Will
Attack: (Opportunity Action) Melee 1 (triggering creature); 22 vs. Fortitude
Trigger: A creature enters the hazard's area or starts its turn there.
Hit: 2d10 + 6 cold damage, and the target is immobilized (save ends).
Miss: Half damage.

Back to Main Page4e HomebrewTraps and Hazards