Stonefang Pass Quake - Traps

Stonefang Pass Quake
Hazard
Level 5 Lurker
XP 200

The earth around you shakes and rumbles. There's nowhere to run.

Hazard: The ground shakes, and any creatures in area are knocked prone.Perception✦     The hazard cannot be detected with Perception.Initiative 2TriggerThe quake occurs whenever the titan Stonefang attempts to escape.AttackStandard Action      Area The entire tunnel.
Target: Each creature in the areaAttack: +6 vs. ReflexHit: 1d6 + 4 damage, the target falls prone, and the quake slides the target 2 squares in a random direction.Special: Roll a d20 at the end of the quake's turn. On a 10 or higher, the quake continues for another round. Otherwise, it stops. After the quake stops and until the end of the encounter, roll a d6 each round on the quake's initiative. On a roll of a 5 or 6, there is an aftershock and the quake makes an attack.Countermeasures✦     Dungeoneering DC 17 or Nature DC 17: A character can use a move action and make a Dungeoneering check or Nature check to brace against the quake, gaining a +4 bonus to Reflex against the quake's attacks.
✦     The quake does not attack flying creatures.
✦     Prone creatures take no damage from a hit by the quake, and it slides the creature only 1 square.

Published in HS2 Orcs of Stonefang Pass, page(s) 8, 16.