Greater Ice Storm Trap (4e Trap)

From D&D Wiki

Jump to: navigation, search

A magical object taking up one square, such as an never melting ice pillar with a giant hailstone on the top, which causes a storm of bitterly cold hailstones to pummel a wide swath of ground and cover the area in ice. Once the pillar is destroyed the hailstone will fall and break, harmlessly shattering into pieces of ice. Players can make an Knowlage Arcana Check, DC 31 to identify it when they see it. Being unable to move, it has a low reflex and is very easy to hit, but being made of solid ice means it has high AC and Fortitude and it is hard to land a damaging hit against those defenses.

This could be used in an encounter by positioning it so that players are within range while fighting monsters, making the encounter more difficult as they must try to avoid the Ice Storm attacks. This would work particually well in combination with monsters that are immune to cold damage, as the burst will not affect them.

Greater Ice Storm Trap
Level 29 Standard Trap
Object
15000 XP
Detect: Perception DC 41 Initiative:
HP 400
AC 45; Fortitude 45, Reflex 15, Will -
Immune cold, poison, psychic, necrotic, forced movement, all conditions, ongoing damage
Triggered Actions
Area.png Attack(Arcane, Cold, Zone) ♦ Recharge D6 (6).png
Attack: burst 5 within 20 squares, +33 vs. Fortitude
Trigger: A creature comes within range
Hit: 6d8 + 29 cold damage and the targets are immobilised (save ends)
Miss: Half damage, and the target is slowed (save ends)
Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes
Countermeasures
Destroy, ♦Disable: Arcana DC 41, Success: The trap is disabled.

Back to Main Page4e HomebrewTraps and Hazards

Home of user-generated,
homebrew pages!


Advertisements: