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Hazards

Summoning Rune

Level 1

commonComplexMagicalTrap

Complex Magical Trap

Stealth +7 (trained)

Disable DC 15 Acrobatics to approach without triggering the trap followed by DC 17 Thievery (trained) to erase the rune, or dispel magic (1st rank; counteract DC 15) to counteract the rune

Summon Monster [Reaction] (arcane)


Reset The trap resets each day at dawn.

Level 1 · Complexity Complex

Stealth +7 (trained)

Disable

  • Acrobatics DC 15 — to approach without triggering the trap followed by
  • Thievery DC 17 (trained) — to erase the rune, or dispel magic (1st rank; counteract
  • DC 15

Trigger A creature enters the cloud of magical sensors

Effect This trap summons a specific 1st-level creature, determined when the trap is created. The creature rolls initiative and remains for 2d6 rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures.

Reset The trap resets each day at dawn.

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