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Test of Endurance

Hazard 13 — cold, magical, trap

Pre-Remaster content. May include legacy alignment.

The room fills with swirling vortexes of freezing wind that swiftly freeze flesh and chill the bones.

Source: kingmaker-bestiary (Pre-Remaster)

Perception +0
Skills stealth +30
Str
+0
Dex
+0
Con
+0
Int
+0
Wis
+0
Cha
+0
AC 0 Fort +0 Ref +0 Will +0
HP 0

Abilities

Freezing Wind (cold) — **Critical Success** The creature takes no damage. **Success** The creature takes 1d6 cold damage for each revolution the wheel has been rotated (max 7d6). **Failure** The creature takes 2d6 cold damage for each revolution the wheel has been rotated (max 14d6) and becomes Fatigued. **Critical Failure** The creature takes 3d6 cold damage for each revolution the wheel has been rotated (max 21d6), becomes Drained 1, and becomes fatigued.

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