Sanity's Traps & Hazards

When a creature steps into the area. DC 13 Perception to spot it and halt movement, otherwise STR save.
- •1-9.
Permanently Dazed and Poisoned. Healing ends both.
- •10-14.
Poisoned. Healing ends.
- •15+.
No effect.
Made by SanityWithIn for Monster Monday Week 38: Sewers.

The first time in a turn a creature enters your reach they are hit by a Flurry of Flails.
- Flurry of Flails.
(all adjacent creatures) 2d8.
Made by SanityWithIn for Monster Monday Week 66: Arena.
Trigger Fireblast every round.
- Fireblast.
1d20+10 fire damage to creatures in the area.
Spellweaving:
Fire and Ice spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.
Fire spellcasters can spend 2 actions and 3 mana to trigger Fireblast.
Runes are placed on specific spaces on the battlefield (e.g. a 3x2 area). Heroes might need to assess a Rune to figure out the spellweaving interactions (Arcana or Lore).
Trigger Summon Shadows every round.
- Summon Shadows.
Summon 4 Shadow Minions (1d12).
Spellweaving:
Radiant and Necrotic spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.
Necrotic spellcasters can spend 2 actions and 3 mana (or 1 use of pilfered power) to trigger Summon Shadows.
Runes are placed on specific spaces on the battlefield (e.g. a 3x2 area). Heroes might need to assess a Rune to figure out the spellweaving interactions (Arcana or Lore).
Trigger Discharge every round.
- Discharge.
3d8+10 lightning to creatures between Lightning runes.
Spellweaving:
Lightning and Earth spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.
Lightning spellcasters can spend 2 actions and 3 mana (or 1 use of pilfered power) to trigger Discharge.
Runes are placed on specific spaces on the battlefield (e.g. 4 1x1 areas). Heroes might need to assess a Rune to figure out the spellweaving interactions (Arcana or Lore).