Corrupted Threshold Ward
An ancient Sarkorian warding stone, once meant to repel demons, has been cracked and corrupted by the Worldwound's influence. It now projects a field of unstable magic that reacts violently to any attempt at spellcasting or movement.
Corrupted Threshold Ward
Defenses
Detection
“A jagged pillar of obsidian carved with glowing runes that flicker between a soft white and a sickening violet. The surrounding mountain rocks float in the air, and the sky directly above the stone is a constant, swirling vortex of purple clouds.”
Standard Engagement
A creature enters the ward's 30 foot radius or casts a spell within 60 feet of the stone.
The ward takes 3 actions. Action 1: Chaotic Surge. Every creature within 30 feet must roll a d10 (1: Enfeebled 1, 2: Dazzled 1 round, 3: Regain 2d8 HP, 4: Pushed 15 feet away, 5: Sickened 1, 6: 4d6 sonic damage, 7: +10 foot status bonus to Speed for 1 round, 8: Stupefied 1, 9: Invisible for 1 round, 10: 5d6 force damage). Actions 2 and 3: Arcane Lash. The ward makes two ranged attacks (+17) against a random creature in the area, dealing 2d10+10 force damage on a hit.
The hazard resets after 1 hour of inactivity, during which it slowly draws energy from the surrounding planar rift.
Any creature casting a spell with the Good or Lawful trait within 60 feet of the ward triggers an immediate reaction: the ward attempts to Counterspell the effect with a Counteract modifier of +15.
The area within 30 feet of the stone is difficult terrain. Creatures that fail a Reflex save (DC 23) when the hazard is triggered are pulled 10 feet toward the center.
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