Explosive Monolith (3-4)
Level 1Hazard (Complex)HazardMediumLegacy
AC
13
HP
24
Speed
0 ft.
Perception
+0
Fort
+11
Ref
+4
Will
+0
Stealth
+4
Recall Knowledge DC 15 (arcana)
Disable DC 17 arcana, DC 17 occultism, or DC 17 religion to magically alter the runes, or DC 20 thievery to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).
Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking 2d6 fire damage(DC 17 reflex).
A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.