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Hazards

Electrified Entrance

Stealth DC 24 (trained) to spot the runes etched into the door’s frame

uncommonMagicalTrap
Lvl 7simpleMagicalTrapUncommon
AC
22
HP
58
Hardness
14
EffectA creature moves through the doorway · save DC 23 Reflex (basic) · 4d8+18 electricity
AC
22
HP
58

DC 24 (trained) to spot the runes etched into the door’s frame

Disable

DC 26 Acrobatics (trained) to jump through the door before the runes trigger, DC 28 Thievery (expert) to scratch out the runes, or dispel magic (4th rank; counteract DC 24) to counteract the runes

AC 22, Fort +18, Ref +12

Hardness

14

HP

58 (BT 26)

Immunities

critical hits, object immunities, precision damage

Sizzle [Reaction]


Reset

1 minute