Showing0entries
Sorted A-Z
Hazards

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