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Hazards

Summoning Rune

Triggers on creature entry and summons a creature whose level matches the trap's level; the summoned creature rolls initiative, remains for 2d6 rounds with full 3-action economy an...

commonComplexMagicalTrap
Lvl 1complexComplexMagicalTrap
EffectThis 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.

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) Trigger A creature enters the cloud of magical sensors; --- Reset The trap resets each day at dawn. Upgraded Summoning Runes You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level. Use the DCs by Level table to determine the Thievery DC and spell DC, using the trap's level and applying a hard adjustment (+2). The Stealth modifier for the trap is equal to this number – 10. Stronger summoning runes usually require expert proficiency or better in Perception to find, and they might require a higher proficiency rank in Thievery to disable.