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<blockquote data-quote="Voadam" data-source="post: 7473163" data-attributes="member: 2209"><p><strong>Marauders of the Dune Sea</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/153067/Marauders-of-the-Dune-Sea-4e?affiliate_id=17596" target="_blank">Marauders of the Dune Sea</a></p><p>4e</p><p><strong>Salt Zombie:</strong> ?</p><p><strong>Zombie Rotter:</strong> ?</p><p><strong>Blazing Skeleton:</strong> ?</p><p><strong>Wisp Wraith:</strong> Defiling Sigil trap.</p><p><strong>Scaled Guardian:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>Defiling Sigil (T) Level 2 Blaster</p><p>Trap XP125</p><p>When a living creature approaches the sigil, defiling magic sucks the life from the intruder, possibly creating an undead.</p><p>Trap: When triggered, the trap attacks living intruders within its space and adjacent to it, holding them and draining their life force.</p><p>Perception</p><p>+ DC 20:Just before you enter a square adjacent to the sigh, you notice the image twitch slightly.</p><p>Additional Skill: Arcana</p><p>+ DC 25: The sigil is made with the help of arcane magic and, as such, is likely a product of defiling.</p><p>Trigger</p><p>When a creature enters a square containing the sigil or adjacent to it, the trap attacks as an immediate reaction instead of a standard action. Then roll the sigil’s initiative. It acts each round on its turn until no creature is within the trigger area.</p><p>Initiative +2</p><p>Attack + Necrotic</p><p>Immediate Reaction or Standard Action Melee 5</p><p>Target: One creature</p><p>Attack: +5 vs. Fortitude</p><p>Hit: 1d6 + 1 damage, and the target is restrained and takes ongoing 3 necrotic damage (save ends).</p><p>Special: The sigil can restrain only one target at one time. The sigil attacks a restrained target until the target escapes or drops to 0 hit points. If the latter occurs, a wisp wraith forms over the target’s body and attacks living intruders in the room. The sigil attacks another creature in range or waits to be triggered again.</p><p>Countermeasures</p><p>+ A restrained character can use an escape action (DC 20 check) to free himself and end the ongoing necrotic damage.</p><p>First Failed Escape Check: The ongoing necrotic damage is instead 6. </p><p>Each Subsequent Failed Escape Check: The ongoing necrotic damage increases by 3 (to a maximum of 15).</p><ul> <li data-xf-list-type="ul">As a standard action, a creature adjacent to the sigil can disrupt the enchantment with a DC 20 Thievery check or Arcana check. Doing so renders the sigil inert until the start of that creature’s next turn and releases all currently restrained creatures.</li> <li data-xf-list-type="ul">A character can attack the sigil (AC and other defenses 10, resist 5 all, hp 25). Reducing the sigil to 0 hit points destroys the trap.</li> </ul></blockquote><p></p>
[QUOTE="Voadam, post: 7473163, member: 2209"] [b]Marauders of the Dune Sea[/b] [URL=http://www.drivethrurpg.com/product/153067/Marauders-of-the-Dune-Sea-4e?affiliate_id=17596]Marauders of the Dune Sea[/URL] 4e [b]Salt Zombie:[/b] ? [b]Zombie Rotter:[/b] ? [b]Blazing Skeleton:[/b] ? [b]Wisp Wraith:[/b] Defiling Sigil trap. [b]Scaled Guardian:[/b] ? [b]Zombie:[/b] ? Defiling Sigil (T) Level 2 Blaster Trap XP125 When a living creature approaches the sigil, defiling magic sucks the life from the intruder, possibly creating an undead. Trap: When triggered, the trap attacks living intruders within its space and adjacent to it, holding them and draining their life force. Perception + DC 20:Just before you enter a square adjacent to the sigh, you notice the image twitch slightly. Additional Skill: Arcana + DC 25: The sigil is made with the help of arcane magic and, as such, is likely a product of defiling. Trigger When a creature enters a square containing the sigil or adjacent to it, the trap attacks as an immediate reaction instead of a standard action. Then roll the sigil’s initiative. It acts each round on its turn until no creature is within the trigger area. Initiative +2 Attack + Necrotic Immediate Reaction or Standard Action Melee 5 Target: One creature Attack: +5 vs. Fortitude Hit: 1d6 + 1 damage, and the target is restrained and takes ongoing 3 necrotic damage (save ends). Special: The sigil can restrain only one target at one time. The sigil attacks a restrained target until the target escapes or drops to 0 hit points. If the latter occurs, a wisp wraith forms over the target’s body and attacks living intruders in the room. The sigil attacks another creature in range or waits to be triggered again. Countermeasures + A restrained character can use an escape action (DC 20 check) to free himself and end the ongoing necrotic damage. First Failed Escape Check: The ongoing necrotic damage is instead 6. Each Subsequent Failed Escape Check: The ongoing necrotic damage increases by 3 (to a maximum of 15). [LIST] [*]As a standard action, a creature adjacent to the sigil can disrupt the enchantment with a DC 20 Thievery check or Arcana check. Doing so renders the sigil inert until the start of that creature’s next turn and releases all currently restrained creatures. [*]A character can attack the sigil (AC and other defenses 10, resist 5 all, hp 25). Reducing the sigil to 0 hit points destroys the trap. [/LIST] [/QUOTE]
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