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Hazards

Telekinetic Swarm Trap

Level 12

commonComplexMagicalMechanicalTrap

A room dressed in enchanted clutter — ornaments and trinkets that lie still until someone lingers, then rise as a stinging swarm of telekinetic shrapnel.

Disable Thievery DC 27 (expert) to take apart a telekinetic cloud, Thievery DC 32 (master) to disable each telekinetic decoration, or dispel magic (6th level; counteract DC 30) to counteract each telekinetic decoration.

Agitate [Reaction] (arcane, evocation); Trigger A creature stays in the room for at least 6 seconds.

Level 12 · Complexity Complex

Stealth +24 (expert)

Disable

  • Thievery DC 27 (expert) — (expert) to take apart a telekinetic cloud, Thievery
  • DC 32 (master) — (master) to disable each telekinetic decoration, or dispel magic (6th level; counteract
  • DC 30

AC 33

HP 88 · Hardness 22

Effect Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the trap’s targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target, at which point the decoration designates a new target.

Reset The trap deactivates and resets 10 minutes after it has no target creatures (because the creatures either moved too far away or died).