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...
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.