Lodestone Trap
Level 2
A magically charged plate buried in the floor turns the whole room into a magnetic snare, dragging metal-laden intruders to the walls with a sudden, bone-rattling pulse.
Magneto-Electric Pulse [Reaction] Trigger A single Medium or two or more Small creatures end their turn inside the room.
Level 2 · Complexity Complex
Stealth +8
Disable
- Thievery DC 18 — to unhook the pressure plates from the trap, or dispel magic (2nd level, counteract
- DC 18
AC 18
HP 30 · Hardness 8
Immunities critical hits, object immunities, precision damage
Effect A pulse of electricity discharges from the lodestone to strike all four doors, with smaller arcs of electricity lancing out to strike all creatures in the room. The south and east doors slam shut, while the north and west doors fly open, releasing two vargouilles into the room. All creatures in the room take 2d6 electricity damage (DC 18 basic Reflex save). The trap then rolls initiative.
Reset At the end of a round in which there are no creatures standing on the floor or stuck to the lodestone, the trap deactivates. The vargouilles return to their alcoves, and the doors close. The trap resets automatically after 1 minute.