Krooth Summoning Rune
Level 8
Stealth +14 (expert)
Disable DC 24 Acrobatics to approach without triggering the trap followed by DC 26 Thievery (expert) to erase the rune, or dispel magic (4th level; counteract DC 24) to counteract the rune
Summon Monster [Reaction] (arcane, conjuration, summon)
Reset The trap resets after 24 hours.
Level 8 · Complexity Complex
Stealth +14 (expert)
Disable
- Acrobatics DC 24 — to approach without triggering the trap followed by
- Thievery DC 26 (expert) — to erase the rune, or dispel magic (4th level; counteract
- DC 24
Trigger A non-xulgath, non-demon creature that isn't carrying a religious symbol of Zevgavizeb crosses from the north part of the hall to the south part of the hall
Effect The trap summons a krooth. The krooth rolls initiative and remains for 2d6 rounds, after which the spell ends and the krooth disappears. The krooth also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the krooth can use 3 actions each round and can use reactions.
Reset The trap resets after 24 hours.
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