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Sorted A-ZHazards
Constricting Hall
Complex Magical Trap
commonComplexMagicalTrap
Lvl 8complexComplexMagicalTrap
EffectA creature reaches the hall's midpoint · save DC 26 Reflex
Complex
Magical
Trap
DC 31
Disable
DC 28 Thievery (trained) to stabilize each wall, or dispel magic (4th level; counteract DC 26) to counteract each wall
Lose Form [Reaction] (occult)
Routine
(4 actions) This trap loses 1 action each round for each wall that has been disabled. Each wall uses 1 action to slam back and forth rapidly, pummeling one creature in the hall with a wall Strike. On a hit, the target is additionally knocked prone. The walls distribute the attacks as evenly as possible among creatures in the hall, and the Strikes don't apply the trap's multiple attack penalty.
Melee [Single Action] wall +20, Damage 2d10+11 bludgeoning
Reset
1 hour