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Hazards

Clockwork Dancers

Level 7

uniqueComplexMechanicalTrap

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.