Rejuvenating Projector
Level 2
Stealth +10 (trained) Disable DC 20 Arcana (trained) to depower the magical circuits, DC 20 Computers (trained) to reprogram the projector, or DC 20 Athletics (trained) to rip the projector out of the wall. Projector Hardness 10 Projector HP 42 (BT 21) Immunities critical hits, object immunities, precision damage Generate Scamp Free Action Trigger Two or more living creatures enter area; --- Reset The trap deactivates after 6 rounds and resets after 1 hour.
Complex Hazard · Level 2
Hardness 10 · HP 42 (BT 21)
The projector creates two hardlight scamps. This projector can manifest only two scamps at a time. The scamps roll initiative. The scamps disappear when slain, or if their projector is deactivated or destroyed. Infuse Scamp Reaction Trigger A hardlight scamp is critically hit but not destroyed; Effect The affected hardlight scamp regains 1d8 Hit Points.
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