Orb Blast Trap
Stealth +35 (master) to realize that the glimmering orbs signal a dangerous trap.
- AC
- 42
- HP
- 40
- Hardness
- 30
- AC
- 42
- HP
- 40
+35 (master) to realize that the glimmering orbs signal a dangerous trap.
Disable
Thievery DC 48 (master) to deactivate the trap entirely before it triggers, Thievery DC 45 (expert) to deactivate one of the glimmering orbs after the trap rolls initiative, or dispel magic (9th level; counteract DC 41) to deactivate the trap entirely.
AC 42, Fort +27, Ref +33
Orb Hardness
30
Orb HP
40 (BT 20)
Immunities
critical hits, object immunities, precision damage
Slam Doors [Reaction] (arcane, evocation) Trigger A second creature crosses a magical sensor at the midpoint of the hall.
The doors at either end of the hall slam shut and lock in place while the trap is active (the doors open automatically if the trap is disabled or destroyed). The doors (Hardness 14, HP 56 [28 BT]) can be Forced Open with a DC 40 Athletics check, or via a DC 35 Thievery check to Pick the Lock. The trap rolls initiative.