Explosive Monolith (3-4)
COMPLEX HAZARD 1DC 17 Arcana, DC 17 Occultism, or DC 17 Religion to magically alter the runes, or DC 20 Thievery to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).
Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking 2d6 fire damage (DC 17 basic Reflex).
On a failure, the creature is Dazzled for one round.
On a critical failure, the creature is Blinded for one round, then Dazzled for one round.
The hazard rolls initiative.
(1 action) On the hazard's turn, randomly select a PC within 40 feet of the monolith. A tree near that PC explodes in a 10-foot burst, dealing 1d6 piercing damage and 1d6 fire damage. Each creature in the area must attempt a DC 17 Reflex save.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and is Dazzled for 1 round.
Critical Failure The creature takes double damage and is Blinded for 1 round.