Hallowed Wheel
Stealth +19 (expert) to detect the magical sensor; noticing the wheel has a DC of 0
- AC
- 30
- HP
- 80
- Hardness
- 16
- AC
- 30
- HP
- 80
+19 (expert) to detect the magical sensor; noticing the wheel has a DC of 0
Disable
DC 31 Thievery (master) on the wheel to flip the switch returning it to a harmless carnival game, DC 26 Thievery (expert) to erase each rune, or dispel magic (5th level; counteract DC 28) to counteract each rune
AC 30, Fort +21, Ref +15
Hardness
16
HP
80 (BT 40)
Immunities
critical hits, object immunities, precision damage
Wheel Spin [Reaction]
Routine
(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d8 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17).