Epic Obstacles

Walls

In addition to the standard types of wall, walls in dungeons can be made of mithril, adamantine, or even pure force.

Wall Type

Typical Thickness

Break DC

Hardness

Hit Points1

Climb DC

Paper

Paper-thin

1

1 hp

30

Wood

6 in.

20

5

60 hp

21

Masonry

1 ft.

35

8

90 hp

15

Masonry, superior

1 ft.

35

8

90 hp

20

Masonry, reinforced

1 ft.

45

8

180 hp

15

Stone, hewn

3 ft.

50

8

540 hp

22

Stone, unworked

5 ft.

65

8

900 hp

20

Iron

3 in.

30

10

90 hp

25

Mithril

3 in.

46

15

90 hp

70

Adamantine

3 in.

66

20

120 hp

70

Magically treated2

20

×2

×23

Wall of Force

1 in.

70

Wall of Ice

1 in. / lvl

15 + 1 / in.

0

3 hp / in.

25

Wall of Iron

1 in. / 4 lvls

25 + 2 / in.

10

30 hp / in.

25

Wall of Stone

1 in. / 4 lvls

20 + 2 / in.

8

15 hp / in.

22

1Per 10-ft.-by-10-ft. section.
2These modifiers can be applied to any of the other categories and types.
3Or 50, whichever is greater.

Doors

Door Type

Typical Thickness

Hardness

Hit Points

Break DC

Stuck

Locked

Simple wooden

1 in.

5

10 hp

13

15

Good wooden

1½ in.

5

15 hp

16

18

Strong wooden

2 in.

5

20 hp

23

25

Stone

4 in.

8

60 hp

28

28

Iron

2 in.

10

60 hp

28

28

Mithril

2 in.

15

60 hp

40

40

Adamantine

2 in.

20

80 hp

60

60

Force

1 in.

Portcullis, wodden

3 in.

5

30 hp

251

251

Portcullis, iron

2 in.

10

60 hp

251

251

Portcullis, mithril

2 in.

15

60 hp

301

301

Portcullis, adamatine

2 in.

20

80 hp

401

401

Portcullis, force

1 in.

10

501

1DC to lift. Use appropriate door figure for breaking.

Obstacles and Hazards

Obstacle / Hazard

Effect

Acid tank

1d6 damage per round, or 10d6 per round for total immersion; plus poison fumes.

Antimagic Field

Negates all spells or magical effects.

Dimensional Anchor trap

Blocks bodily extradimensional travel.

Hurricane-force winds

Ranged attacks impossible, flight virtually impossible.

Lava pit

2d6 damage per round, or 20d6 per round for total immersion; plus continuing damage.

Permanent Prismatic Sphere

Requires seven different spells to bypass.

Permanent Solid Fog

Move at one-tenth normal speed, –2 penalty on attack and damage (good when coupled with incorporeal monsters).

Permanent Wall of Force

Blocks most spells and ethereal travel, can’t be dispelled.

Three-dimensional dungeons

Levitation / flying required to move between areas.

Unconnected rooms

Teleportation required to move between areas.

Variable gravity

As Reverse Gravity, but direction random each round.

Slimes, Molds, and Fungi

For purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants. Like traps, dangerous slimes and molds have Challenge Ratings, and characters earn experience points for encountering them.

Flux Slime (CR 21):

Flux slime appears as a clear, viscous liquid that seeps from some unseen origin point. This origin point is extradimensional, so the slime may even appear in midair. As the slime flows, it settles and fills the area around the origin point.

Flux slime seems to be an inert substance, devoid of sentience. It is not caustic or toxic, but it radiates an Antimagic Field within a radius of 10 feet. This Antimagic Field has a caster level of 21. Any quantity of slime that is removed from the main mass yellows and hardens in a matter of minutes, turning into a flaky material that will not adhere to anything.

In reality, flux slime is a growth with a ravenous appetite for magical forces. It is a natural draining phenomenon: Magical energy drains through the origin point in one direction in exchange for the residue on the far side. The Antimagic Field a flux slime generates is actually the byproduct of the consumption of magical energy.

In addition to the Antimagic Field’s effects, magic items that come into contact with flux slime permanently lose their magical abilities; creatures with spell-like or super-natural abilities that come into contact with it take 2d6 points of temporary Constitution damage per round while it devours flesh; creatures without such abilities are immune to this effect.

On the first round of contact, the slime can be scraped off a creature, but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Extreme cold, heat, or sunlight destroys a patch of flux slime.

When destroyed, a patch of slime releases the byproducts of its magical digestion in a dangerous burst that radiates out 50 feet. All creatures caught in this burst are subject to some random and permanent transmutation effect, as generated on the table below. Each burst generates one of these effects. Creatures may resist this effect with a Fortitude saving throw (DC 29).

d%

Result

01–10

Blindness (as Blindness/Deafness spell)

11–16

Cursed (as Bestow Curse spell; –4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks)

17–26

Deafness (as Blindness/Deafness spell)

27–32

Disintegrate (subject is destroyed by a Disintegrate spell)

33–40

Etherealness (as Etherealness spell)

41–48

Gaseous (as Gaseous Form spell)

49–54

Iron body (as Iron Body spell)

55–60

Petrification (as Flesh to Stone spell)

61–68

Plane shift (subject instantly transports to a random plane per the Plane Shift spell)

69–74

Polymorph (as Baleful Polymorph spell; choose form randomly)

75–80

Reverse gravity (flux slime becomes the center of a Reverse Gravity spell).

81–88

Teleport (each subject Teleports to a different, random location)

89–94

Temporal stasis (as Temporal Stasis spell)

95–00

Reverse aging (subject gets younger each year, disappearing at moment of “birth”)

After the burst, the extradimensional origin point is sealed.