Showing0entries
Sorted A-Z
Hazards

Blood Drain

Level 6

uncommonComplexMagicalTrap

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.