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Hazards

Centipede Carcasses Trap

Stealth +11 (trained)

commonComplexMechanicalTrap
Lvl 5complexComplexMechanicalTrap
AC
22
HP
20
Hardness
12
EffectA carcass is touched or jostled · save DC 22 Reflex (basic) · 4d4 piercing
AC
22
HP
20

+11 (trained)

Disable

DC 23 Nature (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 Thievery (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds.

AC 22, Fort +15, Ref +9

Carcass Hardness

12

Carcass HP

20 (BT 10)

Immunities

critical hits, object immunities, precision damage.

Volley of Legs [Reaction]