The Sea Dungeon

Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

The entire complex is covered in a sea motif. Doors are blue with wavy doorknobs. Statues and mosaics depicting sea scenes are everywhere. Each room it seems, contains a pool of water.

Whenever an enemy is struck, they are immediately covered in a 30′ high column of churning elemental water. The opponent gains +8 AC due to cover and +4 on Reflex saves against foes that do not have a freedom of movement effect. Magical attacks that don’t work underwater, or that require attack rolls are also affected. Fire spells and supernatural fire effect have their line of effect blocked, unless a CL check of 36 succeeds.  The opponent can make a slam attack for damage appropriate to size. The water also extinguishes fires; againat magical fires, it acts as a dispel magic at CL 16. Any flaming weapon that hits has it’s fire suppressed for 1d4 rounds, unless a DC 27 Fortitude save is made.


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