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Hazards

Gravehall Trap

Stealth +12 (expert)

commonComplexMagicalTrap
Lvl 4complexComplexMagicalTrap
AC
20
HP
60
EffectA living creature crosses the midpoint of the tunnel · save DC 21 Will
AC
20
HP
60

Stealth

+12 (expert)

Disable

Thievery DC 24 (expert) to disrupt the magical trigger before the hazard rolls initiative, or Religion DC 18 (trained) to overwhelm the area with positive energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed.

AC 20, Fort +15, Ref +8, Will +14

HP

60 (BT 30)

Immunities

mental, poison

Lunging Dead [Reaction] (divine, fear, incapacitation, mental, necromancy)

Critical Success The target is unaffected.

Success The target is frightened 1.

Failure The target is frightened 2.