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Hazards

Life Magnet

Level 7

commonComplexMagicalTrap

A control panel humming with stolen vitality, rigged to wrench the living toward an iron bar and pin them there by their own life force.

In play

Disable DC 29 Thievery (expert) to deactivate the panel, or dispel magic (4th level; counteract DC 22) to counteract the panel's magic

Magnetize the Living [Reaction]

Level 7 · Complexity Complex

Stealth +17 (expert)

Disable

  • Thievery DC 29 (expert) — to deactivate the panel, or dispel magic (4th level; counteract
  • DC 22

AC 28

HP 50 · Hardness 14

Immunities critical hits, object immunities, precision damage

Trigger A creature touches any of the iron bars in this area or touches a creature already affected by the trap

Effect The magical panel hidden in the far corner of the chamber (either the western or the eastern corner, depending on which side of the room the creature was closest to when it triggered the trap) “magnetizes” the triggering creature and violently pulls it toward the corner, automatically dealing 2d10+10 bludgeoning damage to the creature. The trap then rolls initiative if it hasn't already done so.

Reset The trap deactivates and resets 1 minute after there are no creatures touching the iron bars.