Reactor breach. When the reactor takes damage Dim, greenish light spreads within a 30-foot-radius sphere around the reactor. The light spreads around corners. When a creature moves into the reactor breach area for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius.
at 75 health the area effected spreads to 60ft, at 50 health 90 ft and at 25 the area spreads to 120 ft. The effect fades in 1d4 minutes
Players wearing 0.5 mm of lead shielding have advantage on the constitution check
Reactor Alarm. When the reactor takes damage lights flash and a alarm starts to blare. This has no effect but is really annoying
Description
Typical made of concrete and metal these power generators are more commonly found in submarines and power plants. Unfortunately one of them seems have found it’s way into your campaign. It’s possible to kill the reactor to make it’s effects slowly fade away but if the players get that close they definitely get cancer
Lair and Lair Actions
Regional Effects
The region containing a Nuclear reactors lair is lightly irradiated, which creates one or more of the following effects:
- Heating effects within the region don’t work
- Every creature within the region must make a DC 14 con check every 24 hours or gain a level of exhaustion
If the the reactor dies, these effects fade over the course of 1d6 Years.
Creatures wearing 0.5 mm of lead shielding aren’t effected by the regional effects
Previous Versions
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4/15/2022 4:06:53 AM
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Coming Soon
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Love it.
I'll reflavor this as an Arcane Reactor for my Eberron campaign :) ...there's a new powerplant being constructed
Wow…. This is sick!