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Hazards

Hammer Of Forbiddance

Level 11

commonMagicalMechanicalTrap

A massive hammer rigged to a hidden joint, blessed to deny passage to the unwelcome. Anyone who tries to enter brings it swinging down with bone-breaking force, after which it winds back to strike again.

Forbid Entry [Reaction] (divine)

Reset The trap resets over the course of the round, and is ready to swing again 1 round later.

Level 11 · Complexity Simple

Stealth DC 30 (expert)

Disable Thievery DC 28 (expert) — once on the hammer itself and once on its joint to prevent the hammer from swinging

AC 32

HP 88 · Hardness 22

Immunities critical hits, object immunities, precision damage

Trigger A creature attempts to enter through the entrance

Effect The hammer swings down, making a Strike against the triggering creature. **Melee** hammer +28, **Damage** 6d8+20 bludgeoning plus the target is knocked back 10 feet and must succeed at a DC 30 Will save or be unable to enter the edifice through any entrance for 24 hours (on a critical hit, the target automatically fails the Will save); no multiple attack penalty

Reset The trap resets over the course of the round, and is ready to swing again 1 round later.