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Sunlit Wetlands: Difference between revisions
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===Spike Traps=== | ===Spike Traps=== | ||
Spread throughout the deeper water are spike traps that when triggered will inflict {{ | Spread throughout the deeper water are spike traps that when triggered will inflict {{Cond|Bleeding}} and {{Cond|Open Wound}} with no [[Saving Throw]]. A {{SavingThrow|CON|dc=15}} is needed to overcome the Open Wound, which will progress to {{Cond|Rotting}} and lastly {{Cond|Flesh Rot}} which have the same saving throw requirements. Any form of healing will cure the Open wound condition, preventing it from getting worse. Activating these traps doesn't remove the illusion on the wetlands. | ||
The traps also aren't removed when triggered, allowing them cause harm constantly unless disabled with a [[Sleight of Hand]] check with a [[Trap Disarm Toolkit]] at a [[Difficulty Class|DC]] 10. Considering how many traps there are, it is better to avoid them by staying away from deep water instead of wasting toolkits which are hard to come by for now. | The traps also aren't removed when triggered, allowing them cause harm constantly unless disabled with a [[Sleight of Hand]] check with a [[Trap Disarm Toolkit]] at a [[Difficulty Class|DC]] 10. Considering how many traps there are, it is better to avoid them by staying away from deep water instead of wasting toolkits which are hard to come by for now. | ||
===Barbed Bulrush=== | ===Barbed Bulrush=== |