Flooding Monolith (3-4)

Level 2Hazard (Complex)
HazardMediumLegacy
AC
15
HP
34
Speed
0 ft.
Perception
+0
Fort
+12
Ref
+5
Will
+0
Stealth
+5
Recall Knowledge DC 16 (arcana)
Disable DC 18 arcana, DC 18 occultism, or DC 18 religion to magically alter the runes, or DC 21 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 18 reflex save).

A surge of abyssal energy creates a powerful wave pushing away from the monolith.