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Hazards

Gravehall Trap

Level 4

commonComplexMagicalTrap

Necromantic energy steeped into a tomb, animating the dead to lunge at the living and fill them with grave-cold dread.

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.

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.

Level 4 · Complexity Complex

Stealth +12 (expert)

Disable

  • Religion DC 24 (expert) — (expert) to disrupt the magical trigger before the hazard rolls initiative, or Religion
  • Religion DC 18 (trained) — (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

HP 60

Immunities mental, poison · Weaknesses positive 10

Trigger A living creature crosses the midpoint of the tunnel

Effect The dead reach out from the walls and ceiling, moaning and spewing writhing maggots. Creatures in the room must attempt a DC 21 Will save. The trap then rolls initiative.