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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Sample Hazards / Warded Effigy

Warded Effigy

Sample Hazards · Worked Examples

Level 4
Type Magical
Nature Reactive
Spot Mysticism DC 19
Trigger A creature touches, moves or tries to take the effigy.
Disable Thievery DC 19 — deactivate the runes before disturbing it.
Reset None; spent once triggered or disabled.

A carved effigy bound to animate a guardian construct when disturbed.

Passive Awareness — Mysticism

  1. (5+) The carved eyes seem to follow movement.
  2. (10+) Faint runes are etched into the base.
  3. (15+) The sigils are a binding/animation ward.
  4. (20+) You know exactly what guardian will appear and roughly what it can do.

Effect

A guardian construct (built as an Adversary) animates and joins the scene; combat proceeds normally.