Blood Drain
Level 6
Stealth +15 (trained)
Disable Thievery DC 26 (expert) to vandalize the space, or Religion DC 24 (expert) to pray to a god for passage, or dispel magic (3rd rank; counteract DC 25) to counteract the magical energy
Drain Blood [Reaction] (divine, void);
Routine (1 action) On its initiative, the trap continues to drain blood, dealing 2d6+8 void damage to all living creatures in the room (DC 26 basic Fortitude save). On a failure, a creature increases the value of their drained condition by 1.
Reset The trap automatically deactivates after 1 minute. It resets in 1 hour.
Level 6 · Complexity Complex
Stealth +15 (trained)
Disable
- Religion DC 26 (expert) — (expert) to vandalize the space, or Religion
- DC 24 (expert) — (expert) to pray to a god for passage, or dispel magic (3rd rank; counteract
- DC 25
Trigger A living creature enters the room of their own accord
Effect The trap drains the blood from all living creatures in the room, which manifests as a bloody mist in the air. All living creatures in the room are dealt 2d6+8 void damage (DC 26 basic Fortitude save). On a failure, a creature increases the value of their drained condition by 1. The trap then rolls initiative.
Reset The trap automatically deactivates after 1 minute. It resets in 1 hour.