Explosive Monolith (5-6)

Level 3Hazard (Complex)
HazardMediumLegacy
AC
16
HP
46
Speed
0 ft.
Perception
+0
Fort
+14
Ref
+6
Will
+0
Stealth
+7
Recall Knowledge DC 18 (arcana)
Disable DC 20 arcana, DC 20 occultism, or DC 20 religion to magically alter the runes, or DC 23 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 20 reflex).

A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.