Acid Arrow Launcher (4e Trap)
A magical object taking up one square, such as a pillar with a mounted green orb, which fires a shimmering arrow of green, glowing liquid that streaks to its target and bursts in a spray of sizzling acid that strikes any creatures next to the target. Once the pillar is destroyed the orb will fall and crack, harmlessly shattering into worthless glass. The Trap attacks any that come within its range (20 squares) unless it has been enchanted to not attack them.
The acid arrow launcher can be identified with a DC 15 Arcana check.
This could be used in an encounter by positioning it at the periphery of a fight with acid-resistant monsters. Also place obstructions such as pillars to encourage tactical positioning, particularly if it draws the party into a room.
Acid Arrow Launcher Level 3 Elite Trap | ||
|---|---|---|
Object 300 XP | ||
| Detect: Perception DC 18 | Initiative: - | |
| HP 80 | ||
| AC 16; Fortitude 13, Reflex 13, Will - | ||
| Immune acid, poison, psychic, necrotic, forced movement, all conditions, ongoing damage | ||
Triggered Actions | ||
| Attack: Ranged 20 (one creature); +6 vs. Reflex | ||
| Trigger: A creature comes within range | ||
| Hit: 1d8 + 6 acid damage, and ongoing 5 acid damage (save ends), and make a secondary attack against all creatures adjacent to the target. Secondary Attack: +6 vs. Reflex; 1d8 + 4 acid damage and ongoing 5 acid damage (save ends). | ||
| Miss: Half damage, ongoing 2 acid damage to primary target (save ends); no secondary attacks. | ||
Countermeasures | ||
| ♦Destroy, ♦Disable: Arcana DC 24, two successes required (Must be next to the Acid Arrow Launcher) Success: The trap is disabled. | ||
Back to Main Page → 4e Homebrew → Traps and Hazards