Wind River (CR 5)

The deep chasm is only 7 feet wide, an easy jump…

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none


When the first target is in mid-air, a strong gust of wind blows down the chasm. Wind River (4d6 non-lethal damage and 4d6 falling damage, DC 21 Fortitude save halves the non-lethal damage, and the target only falls if the Jump check fails, which is a DC 17 due to the wind. The wind lasts for 7 rounds, and anyone who enters the space above the chasm is subject to the above effects)

Categories: CR5, Pathfinder | Tags: | Leave a comment

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