The court jester devised a deadly trap to foil anyone who sought to steal his magic fool's cap. The jester's tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall.
Sphere of Crushing Doom
TrapXGEp. 1192014
Raw data
{
"name": "Sphere of Crushing Doom",
"page": 119,
"__prop": "trap",
"rating": [
{
"tier": 2,
"threat": "deadly"
}
],
"source": "XGE",
"eActive": [
"Although the trap is complex in nature, it has a single active element. That's all it needs.",
{
"type": "list",
"items": [
{
"name": "Sphere of Crushing Doom (Initiative 10)",
"type": "item",
"entry": "The trap's active element is a sphere of steel that almost fills the 10-foot width of the hallway and rolls to the bottom of the slope on its turn. Each creature in the sphere's path must make a {@dc 20} Strength saving throw. On a failed save, a creature takes 22 ({@damage 4d10}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. Objects that block the sphere, such as a conjured wall, take maximum damage from the impact."
}
],
"style": "list-hang-notitle"
}
],
"entries": [
"The court jester devised a deadly trap to foil anyone who sought to steal his magic fool's cap. The jester's tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall."
],
"trigger": [
"This trap activates as soon as the door leading to the jester's coffin is opened. A magic portal opens at the northern end of the hallway and disgorges an enormous steel sphere, which hurtles down the slope. When it reaches the bottom of the slope, a second portal briefly appears and teleports the sphere back to the top of the slope to begin the process again."
],
"eDynamic": [
"The longer it rolls, the more lethal the sphere becomes.",
{
"type": "list",
"items": [
{
"name": "Speed Kills",
"type": "item",
"entry": "After its turn, the sphere gains speed, represented by its damage increasing by 11 ({@damage 2d10}). While its damage is 55 ({@damage 10d10}) or greater, it acts on initiative count 20 and 10."
}
],
"style": "list-hang-notitle"
}
],
"initiative": 1,
"trapHazType": "CMPX",
"initiativeNote": "but see the dynamic element below",
"countermeasures": [
"The trap can be neutralized either by stopping the sphere or preventing it from teleporting.",
{
"type": "list",
"items": [
{
"name": "Stop the Sphere",
"type": "item",
"entry": "Stopping the sphere is the easiest way to disrupt the trap. A wall of force can do so easily, as can any object placed in its path that has enough hit points to absorb damage from the sphere without being destroyed."
},
{
"name": "Disrupt the Portals",
"type": "item",
"entries": [
"Either portal can be neutralized with three successful {@dc 20} Intelligence ({@skill Arcana}) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize the runes. Each successful check reduces the sphere's damage by 11 ({@damage 2d10}), as the disrupted sphere loses speed moving through the failing portal.",
"Alternatively, a set of runes can be disabled with three successful castings of {@spell dispel magic} ({@dc 19}) targeting any of the runes in the set.",
"If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It blocks the door to the tomb, but the characters can escape."
]
}
],
"style": "list-hang-notitle"
}
]
}