Deathcap    Level 12 Blaster
Hazard    XP 700

The stem of this mushroom is as thick as a tree trunk, and its cap is wide and red, covered with lumpy yellow spots.

Hazard: A deathcap fills 1 square with difficult terrain. Any creature in the deathcaps space gains cover.
Perception
 ?       No check is necessary to notice the deathcap.
Nature
 ?       DC 16: The character identifies the mushroom as a deathcap.
Trigger
When a creature enters the deathcaps space or an adjacent square, one of the deathcaps yellow spore pods ruptures, spewing toxic spores into the air.
Attack
Immediate Reaction      Close burst 3

Target: Each creature in burst
Attack: +15 vs. Fortitude
Hit: 2d8 + 5 poison damage, and ongoing 10 poison damage (save ends).
Miss: Half damage.
Countermeasures
 ?       Acrobatics DC 22: A character who moves past a deathcap (but not into its space) can make a successful check to avoid triggering the spores.
 ?       A character can attack the deathcap (AC 5, other defenses 10; hp 70; resist 20 poison). Destroying the deathcap stops further spore pods from bursting.

Deathcap (Elite)    Level 12 Elite Blaster
Hazard    XP 1400

The stem of this mushroom is as thick as a tree trunk, and its cap is wide and red, covered with lumpy yellow spots.

Hazard: A deathcap fills 1 square with difficult terrain. Any creature in the deathcaps space gains cover.
Perception
 ?       No check is necessary to notice the deathcap.
Nature
 ?       DC 16: The character identifies the mushroom as a deathcap.
Trigger
When a creature enters the deathcaps space or an adjacent square, one of the deathcaps yellow spore pods ruptures, spewing toxic spores into the air.
Attack
Opportunity Action      Close burst 3

Target: Each creature in burst
Attack: +15 vs. Fortitude
Hit: 3d8 + 5 poison damage, and ongoing 10 poison damage (save ends).
Miss: Half damage.
Countermeasures
 ?       Acrobatics DC 24: A character who moves past a deathcap (but not into its space) can make a successful check to avoid triggering the spores.
 ?       A character can attack the deathcap (AC 5, other defenses 10; hp 70; resist 20 poison). Destroying the deathcap stops further spore pods from bursting.

Death Frost    Level 13 Obstacle
Hazard    XP 800

Black frost creeps across the cold stone, hungry for the warmth of life.

Hazard: This hazard consists of an area of 2 to 5 contiguous squares. When a living creature moves adjacent to a square of death frost, the hazard grows outward.
Perception
 ?       DC 21: The character spots the dark sparkling of light reflecting off a black sheet of frost on a surface.
Arcana or Dungeoneering
 ?       DC 23: The character recognizes and identifies the danger before moving adjacent to the death frost.
Trigger
When a living creature enters a square adjacent to the death frost or starts its turn there, the hazard attacks.
Attack
Opportunity Action      Melee

Target: The triggering creature
Attack: +16 vs. Fortitude
Hit: 2d8+6 cold and necrotic damage.
Miss: Half damage.
Effect: The death frost increases in size to include the space of the triggering creature.
Countermeasures
 ?       An attack that deals fire or radiant damage to a target in an area of death frost, or a burst or a blast that deals fire or radiant damage in an area of death frost, renders the entire hazard inert until the end of the attackers next turn.
 ?       Thievery DC 23: A character can melt or scrape away the death frost in 1 square of his or her space by making a successful check as a standard action.
 ?       A campfire or similar blaze destroys the death frost in its square and squares adjacent to it after an hour of burning.

The Worm Bridge (Elite)    Level 10 Elite Obstacle
Hazard    XP 1000

The gaping maw of an enormous undead purple worm forms the entrance to a covered bridge across troubled waters.

Hazard: This hazard consists of a 2-by-2-by-2-square space occupied by the purple worms head. A creature can freely enter or exit the area, but it does so at its own peril.
Perception
 ?       DC 18: The character spots movement in the purple worm and realizes it is undead.
Arcana
 ?       DC 21: The character recognizes the danger of the Worm Bridge, knows its effect, and understands its countermeasures.
Initiative +5
Trigger
The worm bridge attacks any creature not given permission to cross it by Bragarra. It attacks when a creature enters or leaves its heads space, and it attacks any creatures within 2 squares of its heads space on its initiative count.
Attack
Standard Action or Free Action      Melee

Target: The triggering creature
Attack: +17 vs. AC
Hit: 2d6 + 5 damage, and the target is pushed 2 squares. A creature pushed behind the head is moved into its body, a 2-square-wide tunnel of dead flesh. Creatures in the body lack line of sight and line of effect to creatures outside the body. Damage dealt to the body does not harm the head (but it might let the Lathan in).
Countermeasures
 ?       Athletics DC 21: A character in the heads space can use a standard action to attempt an Athletics check. On a success, the character can either keep the mouth open or closed. Either way, the Worm Bridge cannot attack until the end of the characters next turn.
 ?       A character can attack the Worm Bridges head (AC 24, other defenses 22; hp 220; resist 10 necrotic, resist 5 all). When the head is bloodied, it loses the ability to make attacks on its initiative count.

