Flooding Monolith (5-6)

Level 4Hazard (Complex)
HazardMediumLegacy
AC
18
HP
50
Speed
0 ft.
Perception
+0
Fort
+15
Ref
+8
Will
+0
Stealth
+8
Recall Knowledge DC 19 (arcana)
Disable DC 22 arcana, DC 22 occultism, or DC 22 religion to magically alter the runes, or DC 25 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 22 reflex save).

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