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.
The Ash-Vein Crevice
Defenses
Detection
“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
A creature starting its turn or moving within 10 feet of the fissure for the first time on a turn.
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.
The trap resets automatically 1 minute after all creatures have left its 20-foot detection radius.
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.
The area within 5 feet of the crack is difficult terrain as the trap's localized gravity pulls outward.
Any non-magical projectile (like an arrow or bolt) fired at the crack is instantly disintegrated upon impact and does no damage.
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