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Hazards

Soul Stasis

Level 17

uncommonComplexMagicalTrap

Pillars ringing the chamber pulse with cold divine energy that snares the very soul, dragging at any spirit-bearing creature foolish enough to stand among them.

Stealth +33 (master).

Disable DC 43 Arcana or Religion (master) to reweave the magic within each pillar, DC 46 Thievery (master) to disable each pillar, or dispel magic (8th level; counteract DC 43) to counteract each pillar.

In play

Pulse [Reaction] (divine)

Routine (4 actions) This trap loses 1 action each turn for each disabled pillar. Each pillar uses 1 action to emit a 30-foot-radius burst of inhibiting energy that slows souls. Each non-psychopomp creature with a soul in the area is slowed 1 unless they succeed at a DC 43 Fortitude save.

Level 17 · Complexity Complex

Stealth +33 (master)

Disable

  • Arcana DC 43 (master) — or Religion (master) to reweave the magic within each pillar
  • Thievery DC 46 (master) — to disable each pillar, or dispel magic (8th level; counteract
  • DC 43

AC 40

HP 114 · Hardness 29

Immunities critical hits, object immunities, precision damage

Trigger A soul or creature with a soul enters the area

Effect The steel pillars activate with an audible hum that resonates with spirits. Each non-psychopomp creature with a soul is stunned 3 unless they succeed at a DC 43 Will save. The trap then rolls initiative.

Reset The trap deactivates and resets if 1 minute passes without any souls in the area.