Maze of Mirrors
Level 9
A hall of mirrors etched with shifting runes that rearrange the reflections into an inescapable labyrinth, with a phantom minotaur stalking somewhere among the glass. The walls move when no one is looking.
The Maze Awakens [Reaction]
Level 9 · Complexity Complex
Stealth +18 (trained) to detect the magical runes in the maze; noticing the maze itself has a DC of 0
Disable
- Thievery DC 26 (expert) — or dispel magic (5th level; counteract
- DC 28
- Occultism DC 28 (expert) — or Religion (expert) to dispel the minotaur
AC 28
HP 64 · Hardness 18
Immunities critical hits, object immunities, precision damage
Trigger A creature enters the maze
Effect Creatures in the maze can't escape it except by use of teleportation magic or as described in Trapped in the Maze. The trap rolls initiative. **Trapped in the Maze** Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 Perception or Survival check to escape it.
Reset The trap deactivates and resets if 1 minute passes without any creature in the maze.