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Hazards

Flying Guillotine

Stealth +10 (trained) or DC 23 (expert) to spot the glyph

commonComplexMagicalTrap
Lvl 5complexComplexMagicalTrap
AC
23
HP
52
Hardness
13
EffectA living creature enters the room
AC
23
HP
52

Stealth

+10 (trained) or DC 23 (expert) to spot the glyph

Disable

DC 20 Thievery (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or dispel magic (3rd level; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant.

AC 23, Fort +9, Ref +17

Blade Hardness

13

Blade HP

52 (BT 26)

Immunities

critical hits, object immunities, precision damage

Flying Blade [Reaction] (abjuration, arcane, attack)