Sanity's Traps & Hazards

Ooze
Lvl 1 trap
Hidden Trap!

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.

Flying Hammer
Lvl 2 obvious hazard!
030
Static Threat.

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.

remixed from Toxic Fumes
Lvl 5 obvious hazard!
Static Threat.

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).

Lvl 5 obvious hazard!
Static Threat.

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).

remixed from Flame Rune
Lvl 5 obvious hazard!
Static Threat.

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).

remixed from Necrotic Rune