The Ash-Vein Crevice - AI-generated fantasy Hazard

The Ash-Vein Crevice

A vertical fissure in a stone wall that appears natural but radiates a faint, nauseating green light. It acts as a stationary disintegrator that pulls victims toward its narrow opening before reducing them to fine powder.

Hazard EntryMagicalLevel4Complex

The Ash-Vein Crevice

4LevelUncommonRarityDungeons, Wizard Towers, High-Security VaultsEnvironment
EvocationForceLethal
Level4
|
HP45
|
AC17
|
TypeMagical
|
ComplexityComplex
|
RarityUncommon

Defenses

AC17
Hard10
HP45
BT 22
Fort++2 (Constitution)
Ref++0 (Dexterity)
Will+Immune
Immune
Poison, Psychic, Piercing, Slashing
Resist
Bludgeoning, Fire, Cold
Weak
Force (the unstable energy within reacts poorly to other force effects)
EvocationForceLethal

Detection

PerPassive Perception of 16 or higher spots the shifting light inside the darkness of the crack.
StlDC 16 Wisdom (Perception) to notice the unnatural sharpening of the stone edges and the absence of any mortar within the deep crevice.
InitThe trap rolls initiative with a +4 modifier when a creature moves within 10 feet of the wall fissure.

A thin, three-foot-tall crack in a wall of smooth masonry. The edges of the crack are unnaturally sharp, and a light dusting of gray powder sits on the floor directly beneath it.

Standard Engagement

Trigger

A creature starting its turn or moving within 10 feet of the fissure for the first time on a turn.

Routine

The Ash-Vein Crevice acts on initiative count 20 and initiative count 10. On initiative count 20 (Singularity Pull): Every creature within 15 feet of the wall must succeed on a DC 14 Strength saving throw or be pulled 5 feet toward the crack. On initiative count 10 (Disintegrating Ray): The crack fires a thin beam of green energy at one creature within 15 feet. +6 to hit, 18 (4d8) force damage.

Reset

The trap resets automatically 1 minute after all creatures have left its 20-foot detection radius.

Dust to Dust

If the Disintegrating Ray reduces a creature to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

Gravity Well

The area within 5 feet of the crack is difficult terrain as the trap's localized gravity pulls outward.

Feed the Fissure

Any non-magical projectile (like an arrow or bolt) fired at the crack is instantly disintegrated upon impact and does no damage.

Description

A vertical fissure in a stone wall that appears natural but radiates a faint, nauseating green light. It acts as a stationary disintegrator that pulls victims toward its narrow opening before reducing them to fine powder.

Discovery

A DC 16 Wisdom (Perception) or Intelligence (Investigation) check reveals that the 'dust' beneath the crack is actually bone meal and fine grit from armor. A DC 14 Intelligence (Arcana) check identifies the crack as a focal point for unstable force energy.

Archival Lore

Originally designed by the chronomancer Haxar the Hollow, these traps were used to dispose of failed experiments and intruders simultaneously, leaving no corpses for necromancers to exploit.

Environment
Dungeons, Wizard Towers, High-Security Vaults
Theme
Total annihilation and spatial manipulation
Creator
Haxar the Hollow
Purpose
Total eradication of intruders and waste disposal.
Game System
D&D 5E
Art Style
Dark fantasy realism with high contrast. The stone wall should look ancient and damp, while the green energy from the crack should look sharp, surgical, and terrifyingly bright.
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