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Hazards

Mukradi Summoning Runes

Level 15

uncommonComplexMagicalTrap

Stealth +25 (master) to notice runes marked on the floor.

Disable DC 36 Acrobatics to approach without triggering the trap followed by DC 34 Occultism (expert) or DC 38 Thievery (master) to erase the rune, or dispel magic (8th level; counteract DC 34) to counteract the rune

Summon Monster [Reaction] (conjuration, occult, summon)


Reset The trap resets at the first high tide of each day.

Level 15 · Complexity Complex

Stealth +25 (master) to notice runes marked on the floor.

Disable

  • Acrobatics DC 36 — to approach without triggering the trap followed by
  • Occultism DC 34 (expert)
  • Thievery DC 38 (master) — to erase the rune, or dispel magic (8th level; counteract
  • DC 34

Trigger A creature enters the circle without uttering the passphrase, “Praise to the Water Lizard”

Effect The trap summons a mukradi. The mukradi rolls initiative and remains for 1 minute, after which the spell ends and the mukradi disappears. The mukradi also disappears if someone disables the trap before the duration expires. The mukradi can use 3 actions each round and can use reactions, unlike most summoned creatures.

Reset The trap resets at the first high tide of each day.