Showing0entries
Sorted A-Z
Hazards

Stabbing Sentinels

Level 18

commonMagicalMechanicalTrap

Statues that wait with inhuman patience, blades held ready, until something living or dead strays close enough to feel cold stone lunge.

Stealth DC 45 (master) — see Stealth. Disable DC 40 Thievery (master) to remove the animating magic without triggering the trap, or dispel magic (8th level; counteract DC 38) to counteract the animating magic.

Animated Attack [Reaction] (attack, necromancy, transmutation)

In play

The blade lunges at +38 for 6d12+40 piercing plus petrification overcharge.

Petrification Overcharge On a critical hit, the target is petrified for 1 round. Additionally, if another stabbing sentinel has already been triggered, that sentinel immediately resets.

Level 18 · Complexity Simple

Stealth DC 45 (master)

Disable

  • Thievery DC 40 (master) — to remove the animating magic without triggering the trap, or dispel magic (8th level; counteract
  • DC 38

AC 41

HP 120 · Hardness 30

Immunities critical hits, object immunities, precision damage

Trigger A living or undead creature moves within 5 feet of the stabbing sentinel

Effect The stabbing sentinel animates, making one Strike against the triggering creature.

Reset The magical energy that animates the statue builds up again over 24 hours and the trap resets.