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.
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.
Run Test of Endurance in the encounter builder — free, no install.
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