Clockwork Dancers
Level 7
Innocent-looking automatons stand among the pillars of a performance stage, frozen mid-pirouette — until something steps within reach and the dancers whirl back to murderous life, blades flashing.
In play
Disable Thievery DC 25 (expert) to deactivate the clockworks from the control panel. Two successes are needed to deactivate the trap.
Spring Attack [Reaction]
Routine (1 action) The clockwork dancers target each creature on the stage within 10 feet of a pillar by a spinning blade Strike.
Spinning Blade [Single Action] blade +18, Damage 2d8+9 slashing
Reset The trap deactivates after 4 rounds and resets after 1 minute.
Level 7 · Complexity Complex
Stealth +16 (expert)
Disable DC 25 (expert) — (expert) to deactivate the clockworks from the control panel. Two successes are needed to deactivate the trap.
AC 24
HP 58 · Hardness 15
Immunities critical hits, object immunities, precision damage · Weaknesses sonic 10
Trigger A creature ends its turn in **F2**
Effect Clockwork figures spring out from the pillars and attack anyone on the stage with a spinning blade Strike. The trap then rolls initiative.
Reset The trap deactivates after 4 rounds and resets after 1 minute.