• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Trap: The Necrototem

im_robertb

First Post
Inspiration for this trap is from Kael's Fall from Heaven mod for Civilization IV. The flavor has been adapted to the generic 4E campaign setting. Due to the lack of trap creation guidelines in the DMG, the numbers are based on the examples contained therein. The effect is straight from the Cleric's Cause Fear. The skill challenge to disarm it is based on Stalker0's Obsidian Skill Challenge system.


Necrototem Level 1 Obstacle
Trap XP 100
An open-mouthed skull sits atop a wooden post with two spines twisting around it. It emits a faint, yet unnerving, purple light. When the trap attacks, the light dims, and a ghostly skull rushes towards the target.
Trap: The Necrototem occupies one square.
Perception: DC 20. As you approach, the light slightly decreases in intensity.
Arcana or Religion: DC 20. This is a Necrototem, a symbol of the Shadowfell's influence on the world.

Initiative +3
Trigger: The Necrototem rolls initiative when a creature comes within 5 squares of it. On its turn, it attacks.
Attack * Divine, Fear
Standard Action Ranged 5
Target: The nearest creature that is not immune to fear.
Attack: +4 vs. Will
Hit: The target moves its speed + 2 away from the Necrototem. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Countermeasures:
-A character can attack the Necrototem (AC 15, other defenses 12; hp 30). Destroying the Necrototem stops its attacks.
-The trap can be damaged with a co-operative skill challenge. Making a check is a move action, DC 18, and each success deals 10 damage to the Necrototem. Arcana and Religion checks to disrupt the Necrototem's connection to the Shadowfell and darker powers must be made from within 5 squares of the Necrototem, while Thievery checks to disrupt the parts of the totem that channel the energy must be made while adjacent. Do not track failures for this skill challenge.
Upgrade to Elite (200 XP)
Increase all defenses and skill DCs (both for information and to disarm the Necrototem) by 2. Increase HP by 10, but successful skill checks deal the Necrototem 14 damage. The trap attacks twice per round (treat an attack as a move action).
 

log in or register to remove this ad

Pretty cool.
Part of me would like to see this thing stopped by sunlight.
Maybe give the thing vulnerable 10 to radiant and resist half non-radiant damage, but the resistance doesn't work in sunlight.
 

This is nice, though if used in an encounter, remember that it attacks the nearest *creature* that are not immune to fear. So you either need to use some fear immune monsters or consider the placement more carefully.
Of course, this could also be more of a "hazard" in the sense that players can use it against their opponents (for example sliding monsters closest to it).
 

4E typically avoids percentage-based resistances. Also, the classes that typically deal radiant damage (those with the divine power source) all have Religion as a trained skill, which already puts them in a position to focus on taking down the Necrototem and doing it well. Here are a few other approaches to playing up a radiant vulnerability, though.

1) Treat the Necrototem as having Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant. This also makes it feel more like an undead. Unless you want it to be very short-lived, you might want to also give it another 5 hp or so.
2) Treat the Necrototem as having Regeneration 5 (If the Necrototem takes radiant damage or is exposed to direct sunlight, regeneration is negated until the end of the Necrototem's next turn). In this case, you might want to also take away 5 hp or so.

Maybe for #1, and certainly for #2, make sure that Religion, and possibly Arcana checks count as dealing Radiant damage.

As for the targets, it depends on what kind of flavour you're looking to use it for. A Goblin Hexer or a similar creature could have built the Necrototem. In that case, have it ignore that creature. Alternately, have it ignore all undead, or all shadow creatures. If it's going to be used with creatures that it will affect, it's probably best to have those creatures be aware of its effects and therefore stay away, and/or use creatures with forced movement, to use it against the PCs.
 

Into the Woods

Remove ads

Top