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Hazards

Orb Blast Trap

Level 18

uniqueComplexMagicalTrap

A corridor lined with softly glimmering orbs, beautiful right up until the doors seal behind you and the orbs begin to detonate.

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.

Level 18 · Complexity Complex

Stealth +35 (master) to realize that the glimmering orbs signal a dangerous trap.

Disable

  • Thievery DC 48 (master) — (master) to deactivate the trap entirely before it triggers, Thievery
  • DC 45 (expert) — (expert) to deactivate one of the glimmering orbs after the trap rolls initiative, or dispel magic (9th level; counteract
  • DC 41

AC 42

HP 40 · Hardness 30

Immunities critical hits, object immunities, precision damage · Resistances slashing 15

Reset The trap deactivates 1 round after it has no creatures to target and resets automatically after 1 minute.