Beschreibung
This stone carving is a trap shaped in honor of Zevira, a minor goddess of air and weather. According to legend, this goddess created the winds and embodied them with her voice, losing it in the process. Sometimes her voice can be heard in the howling of the winds. Others say that Zevira had her voice stolen by a storm deity. Talking in front of the trap will cause it to trigger.

Trap Summary
| Detail | Description |
|---|---|
Trigger | Sound |
Area | 20-foot cone |
Duration | Instantaneous |
Save | Strength (DC 15) |
Effects | 13 (2d10 + 2) bludgeoning damage, pushed 5 feet away |
Trap Details
Trigger
When a creature within 40 feet of the face uses their voice (including talking, using verbal spell components, etc.)
Effect
A burst of air blows outward in a 20-foot cone centered on the target. All creatures in the area must succeed on a DC 15 Strength saving throw or take 13 (2d10 + 2) bludgeoning damage and be pushed 5 feet directly away from the trap. On a successful save, they take half damage and are not pushed.
Spotting and Disarming Summary
| Phase | Solution |
|---|---|
Detection | Wisdom (Perception) (DC 14) or detect magic (strong evocation) |
Analysis | Intelligence (Investigation) (DC 15) or Intelligence (Arcana or Religion) (DC 12) |
Solution |
Spotting and Disarming Details
A particularly intelligent creature may recognize the image of Zevira and notice the holes that enable its effects.
Disarming
Read the following text aloud when a character disarms the trap by casting dispel magic.
As you finish casting the spell, a soft warm breeze blows around you and you hear a soft sigh from the wall. Its stony lips close and the wind ceases. You've soothed Zevira's sorrow... for now.
If the magic of the trap is dispelled this way, it regains its magic after 1d6 days.
Other Countermeasures
There are other methods of disabling the trap. Use the Analysis and Solution DCs above (if applicable) to determine whether a creature can use these methods.
Intelligence
Casting the spell silence on the face in the wall also stops it from working for the duration. The face is also a valid target for blindness/deafness (deafen only) and automatically fails the saving throw.
Strength
Destroying the face (for example with a bludgeoning weapon or with mason's tools) can temporarily or permanently disable it. The wall has an AC of 17 and 12 hit points.
Wisdom
Plugging the 3 holes with cloth or some other substance prevents the face from detecting sound.