[top]Epic Obstacles


In addition to the standard types of wall, walls in dungeons can be made of mithral, adamantine, or even pure force.
Wall TypeTypical
Masonry, superior1ft.35890hp20
Masonry, reinforced1ft.458180hp15
Stone, hewn3ft.508540hp22
Stone, unworked5ft.658900hp20
Magically treated2?20×2×23?
Wall of force1in.n/an/an/a70
Wall of ice1in./lvl15+1/in.03hp/in.25
Wall of iron1in./4lvls25+2/in.1030hp/in.25
Wall of stone1in./4lvls20+2/in.815hp/in.22

  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.


Door TypeTypical
Break DC
Simple wooden1 in.510 hp1315
Good wooden1 1/2 in.515 hp1618
Strong wooden2 in.520 hp2325
Stone4 in.860 hp2828
Iron2 in.1060 hp2828
Mithral2 in.1560 hp4040
Adamantine2 in.2080 hp6060
Force1 in.n/an/an/an/a
Portcullis, wooden3 in.530 hp251251
Portcullis, iron2 in.1060 hp251251
Portcullis, mithral2 in.1560 hp301301
Portcullis, adamatine2 in.2080 hp401401
Portcullis, force1 in.10n/an/a501

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

[top]Obstacles and Hazards

Acid tank1d6 damage per round, or 10d6 per round for total immersion; plus poison fumes.
Antimagic fieldNegates all spells or magical effects.
Dimensional anchor trapBlocks bodily extradimensional travel.
Hurricane-force windsRanged attacks impossible, flight virtually impossible.
Lava pit2d6 damage per round, or 20d6 per round for total immersion; plus continuing damage.
Permanent prismatic sphereRequires seven different spells to bypass.
Permanent solid fogMove at one-tenth normal speed, ?2 penalty on attack and damage (good when coupled with incorporeal monsters).
Permanent wall of forceBlocks most spells and ethereal travel, can?t be dispelled.
Three-dimensional dungeonsLevitation/flying required to move between areas.
Unconnected roomsTeleportation required to move between areas.
Variable gravityAs reverse gravity, but direction random each round.

[top]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.

[top]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).
01?10Blindness (as blindness/deafness spell)
11?16Cursed (as bestow curse spell; ?4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks)
17?26Deafness (as 'blindness/deafness'' spell)
27?32Disintegrate (subject is destroyed by a disintegrate spell)
33?40Etherealness (as etherealness spell)
41?48Gaseous (as gaseous form spell)
49?54Iron body (as iron body spell)
55?60Petrification (as ''flesh to stone spell)
61?68Plane shift (subject instantly transports to a random plane)
69?74Polymorph (as polymorph other spell; choose form randomly)
75?80Reverse gravity (flux slime becomes the center of a ''reverse gravity spell).
81?88Teleport (each subject teleports to a different, random location)
89?94Temporal stasis (as temporal stasis spell)
95?00Reverse aging (subject gets younger each year, disappearing at moment of ?birth?)
After the burst, the extradimensional origin point is sealed.

System Reference Document
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

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