Epic Obstacles

Walls

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

Wall Type Typical Thickness Break DC Hardness Hit Points1 Climb DC
  1. Per 10-ft.-by-10-ft. section.
  2. These modifiers can be applied to any of the other categories and types.
  3. Or 50, whichever is greater.
Paper Paper-thin 1 1hp 30
Wood 6in. 20 5 60hp 21
Masonry 1ft. 35 8 90hp 15
Masonry, superior 1ft. 35 8 90hp 20
Masonry, reinforced 1ft. 45 8 180hp 15
Stone, hewn 3ft. 50 8 540hp 22
Stone, unworked 5ft. 65 8 900hp 20
Iron 3in. 30 10 90hp 25
Mithral 3in. 46 15 90hp 70
Adamantine 3in. 66 20 120hp 70
Magically treated2 20 ×2 ×23
Wall of force 1in. n/a n/a n/a 70
Wall of ice 1in./lvl 15+1/in. 0 3hp/in. 25
Wall of iron 1in./4lvls 25+2/in. 10 30hp/in. 25
Wall of stone 1in./4lvls 20+2/in. 8 15hp/in. 22

Doors

Door Type Typical Thickness Hardness Hit Points Break DC
Stuck Locked
  1. DC to lift. Use appropriate door figure for breaking.
Simple wooden 1 in. 5 10 hp 13 15
Good wooden 1 ½ 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
Mithral 2 in. 15 60 hp 40 40
Adamantine 2 in. 20 80 hp 60 60
Force 1 in. n/a n/a n/a n/a
Portcullis, wooden 3 in. 5 30 hp 251 251
Portcullis, iron 2 in. 10 60 hp 251 251
Portcullis, mithral 2 in. 15 60 hp 301 301
Portcullis, adamatine 2 in. 20 80 hp 401 401
Portcullis, force 1 in. 10 n/a n/a 501

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 supernatural 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)
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.