22 hazards, from Bad Vibrations to Buzzing Latch Rune.
Bad Vibrations · Bafela's Shell · Bafela's Skull · Banshee's Symphony · Befuddling Gas Trap · Black Powder Bomb · Blast Tumbler · Blood Of Traemeik · Blood Tears · Blood-Soaked Soil · Bloodthirsty Toy · Bloodthirsty Urge · Blooming Jijioa · Boiling Fountains · Boiling Tub Trap · Bottomless Pit · Boulder Deadfall Trap · Bounding Hounds · Broken Rebus Attack · Brown Mold · Burning Chandelier Trap · Buzzing Latch Rune
HAZARD 3
Stealth DC 20 (expert)
Description The three larger crystals on the table begin to vibrate and emit a swiftly growing peal of sound.
Disable DC 17 Thievery (trained) or Occultism (trained) to disrupt the magic enchanting one of the crystals, or DC 20 Performance (trained) by a character who can cast counter performance to use sound to redirect the noise back into the crystal, or dispel magic (2nd level, DC 18) to counteract a crystal.
AC 19; Fort +12, Ref +6
Hardness 10, HP 16 each (BT 8); Immunities critical hits, object immunities, precision damage; Weaknesses sonic 5
Shrill Chime Trigger A creature other than Trakerain or one of his homunculi approaches within 5 feet of the table or attempts to Interact with the crystals in any way other than to attempt to disable the hazard. Effect The three large crystals on the table begin vibrating and humming. The hazard rolls initiative.
Routine (3 actions) The hazard loses 1 action for each crystal that's disabled or destroyed. On each of the trap's actions, one of the crystals fires a blast of sound at a single Small or larger creature in the room. The target is randomly determined and takes 1d8 sonic damage (DC 20 basic Fortitude save); a target who critically fails this save is deafened for 1 minute. At the end of the hazard's routine, attempt a DC 10 flat check. On a success, one of the crystals shatters and is destroyed.
A Fistful of Flowers, page 7.
HAZARD 12
Stealth +0 or detect magic
Description A ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow.
Disable Each dragon pillar that is destroyed removes the corresponding color's effect from Bafela's shell; as long as even one color remains active, the pillars marking the shell's border cannot be damaged themselves, but a successful DC 32 Thievery (master) check or a successful dispel magic (6th level; counteract DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for 1d4 rounds.
Prismatic Beam (abjuration, divine, light) Trigger a creature attempts and fails to disable one of the shell colors via Thievery or dispel magic; Effect Bafela's shell Strikes the triggering creature with a random eye beam. Roll 1d8 to determine the color (1–red, 2–orange, 3–yellow, 4–green, 5–blue, 6–indigo, 7–violet, 8–black).
Shell Defense (abjuration, divine, light) When a creature physically passes through the shell, the creature is affected simultaneously by all colors of energy currently active in the shell; apply these effects in the following order: red, orange, yellow, green, blue, indigo, violet, black. These effects are the same as that of the eye beams described in dragon pillar, but with a save DC of 32. Each effect requires its own save.
Ranged eye beam +20 (range 120 feet), Effect The target suffers an effect corresponding to the eye beam's color, as described in dragon pillar, but with a save DC of 32. On a critical hit, the target's save result is one degree worse.
Age of Ashes #2: Cult of Cinders, page 55.
HAZARD 6
Stealth +0 but DC 24 to notice that the fiery lights within the skull's eye sockets seem to be looking around the room.
Perception +16 darkvision, see invisibility
Description A pair of magical gems inside the dragon skull's eye sockets act as magical sensors with a 30-foot radius.
Disable Thievery DC 27 (expert) two times to pry the gems embedded deep in the skull's eye sockets without triggering the sensor, or dispel magic (4th level, counteract DC 22) twice to dispel both eyes.
AC 24; Fort +17, Ref +8
Hardness 14, HP 56 (BT 28); Immunities critical hits, fire, object immunities, precision damage
Bafela's Glance (divine, evocation, fire) Trigger A living creature that is not a member of the Moragroum enters area C9; Effect One of the dragon skull's eye sockets shoots an eye beam at the triggering creature, then the hazard rolls initiative.
Routine (2 actions) On its initiative, Bafela's skull fires up to two eye beams; it must target a different creature with each attack. The eye beams can't target creatures directly below the skull.
Ranged eye beam +20 (divine, evocation, fire, range 150 feet), Damage 8d6 fire
Age of Ashes #2: Cult of Cinders, page 61.
HAZARD 18
Stealth +30 (legendary)
Description A magically contagious wail of the banshee spell is trapped in the larynx of an invisible, mummified elf.
Disable Thievery DC 42 (master) to pierce the invisible larynx so precisely that the magic releases in a trickle before the trap activates, Thievery DC 44 (legendary) three times to deconstruct the larynx while the trap is active in such a way that it tears the spell apart, or spell DC 38 (9th level) to counteract the wail of the banshee before the trap activates.
Scream Trigger Three or more living creatures remain within 100 feet of the trap for 6 seconds or longer. Effect The trap releases an arcane wail of the banshee (DC 40) with a 100-foot-radius emanation instead of 40 feet, targeting all living creatures in the area, and rolls initiative.
Routine (1 action) The trap uses its action to force one random creature that failed its save against wail of the banshee last turn to emit a wail of the banshee with the same statistics as the initial one. The creature wails even if it is dead or unable to speak, no matter how far away from the trap it is. Unlike a casting of the spell, the drained condition from this trap's wail of the banshee spells increases the targets' drained condition values. A creature that critically succeeds at any of its saves can still be affected by the trap on future rounds, but can't be forced to wail by the trap.
Reset The trap ends when the trap is unable to make a creature scream (usually because no creature failed its save on the previous turn or because all creatures have critically succeeded in the past). It then resets over 24 hours, as a new scream builds up in the mummified larynx.
Core Rulebook, page 529.
HAZARD 11
Stealth +21 (expert) or DC 31 (expert) to notice the hidden override mechanism on the north wall.
Description Seven nozzles hidden within holes in the 15-foot-high ceiling release a poison gas.
Disable DC 33 Thievery (master) to disable the hidden mechanism on the north wall, immediately sucking the gas from the room, or DC 29 Thievery (expert) to adequately plug one of the seven nozzles. When all seven nozzles are plugged or destroyed, the trap is deactivated.
AC 31; Fort +24, Ref +18
Nozzle Hardness 20, Nozzle HP 32 (BT 16)
Gas Release (inhaled, mental, poison) Trigger Both secret doors are closed and at least one creature is in the room; Effect Gas fills the chamber. Creatures within the chamber must succeed on a DC 30 Fortitude save or become stupefied 1 (stupefied 2 on a critical failure). The trap then rolls initiative.
Routine (1 action) The gas intensifies. Each creature in the room must make a DC 30 Fortitude save.
Critical Success The creature is unaffected and becomes temporarily immune to the gas for 1 hour, though if the creature has already been stupefied by the trap, that condition remains for its normal duration.Success The creature is unaffected.Failure The creature becomes stupefied 1 for 24 hours.If the target is already stupefied, the condition value increases by 1 (to a maximum of stupefied 4) and the target takes 8d6 mental damage.Critical Failure As failure, except the target takes double the mental damage.Reset After an hour, the trap deactivates; the gas disperses slowly, and the doors can be opened again. After 24 hours, the gas builds up and the trap can be triggered again.
HAZARD 6
Stealth DC 15 (The three powder kegs aren't particularly well hidden, but they are out of sight to casual observation.)
Description Three bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse into rubble and slide partially down the cliff face.
Disable No special skills are required to disable this manually activated trap. As an Interact action, a PC can sweep aside some black powder to interrupt the fuse line, but this doesn't prevent Gefia from activating a keg via blunderbuss. A keg that is removed from its position (either by being thrown over the cliff or merely carried away) retains its explosive potential, but as long as one of the three kegs are removed they no longer have the precise placement required to trigger a collapse—an explosion at this point merely inflicts fire damage in the appropriate areas but does not particularly damage the temple structure itself.A keg's contents can be dispersed by scattering the gunpowder to the wind (most efficiently by pouring it over the cliff side) as a 2-action activity, or rendered permanently inert by pouring a gallon of water into the powder, inhibiting its explosive qualities. The kegs themselves can be destroyed with damage (note that the AC listed below for each keg takes into account the fact that Gefia has wedged the kegs into nooks in the temple's stone flooring and walls), but note that any fire damage (including incidental fire damage from area effects like a fireball or Gefia's blunderbuss) causes them to explode. At your option, other actions may be similarly effective at disabling this hazard.
AC 26; Fort +17, Ref +8
Hidden Keg Hardness 5, Hidden Keg HP 20 (BT 10); Immunities critical hits, object immunities, precision damage; Weaknesses fire automatically penetrates hardness
Destructive Explosion (fire) Trigger One of the three kegs takes any fire damage, including damage caused by a line of black powder burning up to a keg. Effect The keg explodes, causing 5d6 fire damage (DC 24 basic Reflex) in a 20-foot emanation; this can cause an instantaneous chain reaction if either of the other kegs are in this area (note that as positioned, all three kegs are in range to trigger a chain reaction). Fire damage in overlapping areas isn't cumulative, but if all three kegs are in their initial positions when the explosion occurs, the temple itself collapses, causing 8d6 bludgeoning damage to all creatures in the temple (DC 24 basic Reflex).
Age of Ashes #2: Cult of Cinders, page 40.
HAZARD 10
Stealth DC 32 (master)
Description A hard-to-reach rune is placed on the lock's tumbler. It emits a blast of force when the door is jostled.
Disable DC 32 Thievery (master) to disarm the rune, or dispel magic (5th level; counteract DC 28) to counteract the rune's magic.
Force Blast (evocation, force, occult) Trigger A non-undead creature opens the door or critically fails an attempt to disarm or dispel the rune; Effect A 30-foot cone of force issues forth from the lock. Creatures within the cone must succeed a DC 29 basic Fortitude saving throw or take 8d12 force damage. Those who fail the save are pushed 10 feet, and those who critically fail are pushed 20 feet and are stunned 2.
Reset The rune resets 1 minute after it triggers.
HAZARD 3
Stealth +23 (expert)
Description A bloody image of Traemeik arises, emits a soul-draining light, then inhales blood from living creatures in the room.
Disable DC 22 Thievery (trained) to wipe away enough of the bloodstain to disrupt the haunt's necromantic energies, or DC 20 Religion (trained) to exorcise the haunt.
AC 19; Fort +6, Ref +9
HP 50; Immunities critical hits, object immunities, precision damage; Weaknesses positive 5; Resistances physical 5 (except ghost touch)
Khufaeth Beam (light, necromancy) Trigger A living creature ends its turn in area A11 at night; Effect A ghastly image of Traemeik, seemingly composed of fresh blood, rises from the bloodstain on the floor and rotates in place like a lighthouse. Beams of cold blue light shine from Traemeik's eyes and open mouth, causing blisters and decay to spread across flesh. Living creatures within a 30-foot burst from the center of area A11 must attempt a DC 20 Fortitude save. The haunt then rolls initiative. Critical Success The creature is unaffected.Success The creature takes 1d8 negative damage.Failure The creature takes 1d8+6 negative damage and is dazzled for 1 round.Critical Failure The creature takes 2d8+6 negative damage and is blinded for 1 round then dazzled for 1 round.
Routine (1 action) The bloody image opens its mouth and appears to inhale, drawing blood from the body of one creature in its line of sight within 90 feet from the center of area A11. The creature targeted must attempt a DC 20 Fortitude save.
Critical Success The creature is unaffected.Success The creature takes 1d10 bleed damage.Failure The creature takes 1d10+6 bleed damage.Critical Failure The creature takes 2d10+6 bleed damage and is enfeebled 2 as long as it's bleeding.Reset If the haunt is disabled or destroyed through damage, the bloody phantom of Traemeik sprays upward in a spiral, dousing the trap door leading to area A25 before draining upward through the keyhole, which reduces the Thievery DC to Pick the Lock to 20. At the next sunrise, the blood drains back down to this room and the haunt resets. The haunt is destroyed permanently once Lasda Venkervale is rescued from area D9.
AV1, page 13.
HAZARD 10
Stealth DC 32 (master) to notice your vision tint red
Description A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision.
Disable DC 30 Diplomacy (master) to talk the spirit out of gouging its eyes or DC 32 Religion (trained) to ease the spirit's sorrows
Weep Blood (divine, necromancy) Trigger A creature approaches within 15 feet; Effect Blood seeps from the eyes of all creatures within 30 feet, dealing persistent bleed damage. Each creature in the area must attempt a DC 33 Fortitude save. Critical Success The creature is unaffected.Success The creature takes 2d8+3 persistent bleed damage and is dazzled for 1 round.Failure The creature takes 4d8+6 persistent bleed damage and is dazzled for as long as the persistent damage lasts.Critical Failure The creature takes 8d8+12 persistent bleed damage and is blinded for as long as the persistent damage lasts.
Reset 1 day
Book of the Dead, page 66.
HAZARD 0
Stealth DC 16 (trained) to feel breath upon your neck
Description The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass.
Disable DC 18 Diplomacy or Occultism (trained) to settle the spirits or DC 19 Religion (trained) to bless the area
Whisper (auditory, emotion, enchantment, fear, mental, occult) Trigger A creature enters the haunt's area; Effect The haunt deals 1d6+4 mental damage to creatures in the area (DC 19 basic Will save). On a failure, the creature is also frightened 1.
Reset 1 hour
Book of the Dead, page 64.
HAZARD 2
Stealth DC 17 (trained) to hear a child imitate an animal's roar
Description A scruffy stuffed bear animates, biting whoever disturbs it.
Disable DC 20 Thievery (trained) to handle the toy without disturbing it or DC 21 Occultism (trained) to suppress the memories suffusing the toy
Chomp Trigger A creature touches the toy; Effect The toy animates for a split second, biting the triggering creature with a ferocious jaws Strike.
Melee jaws, Damage 2d8+8 piercing damage
Reset 1 hour
Book of the Dead, page 65.
HAZARD 10
Stealth DC 31 (trained)
Description An object haunted by the echoes of a vicious mind attempts to kill someone who comes near.
Disable Religion DC 29 (master) to exorcise the spirit or Diplomacy DC 31 (expert) to talk it down.
Quietus (death, emotion, fear, illusion, mental, occult) Trigger A creature moves within 10 feet of the haunted object. Effect The haunt takes control of the triggering creature, forcing it to attack itself. The creature must attempt a DC 29 Will save. Critical Success The target is unaffected.Success The target makes a Strike against itself and automatically hits; the target also becomes frightened 1.Failure The target makes a Strike against itself and automatically scores a critical hit; the target also becomes frightened 2.Critical Failure The target attempts a Fortitude save. If the target succeeds, it is subject to the effects of a failure instead. If the target fails, it is reduced to 0 Hit Points and dies.
Core Rulebook, page 524.
HAZARD 5
Stealth DC 26 (expert)
Description An invisible solar flare causes this patch of unassuming ground cover to suddenly bloom into a radioactive field.
Disable DC 22 Survival (trained) to remove a 5-foot square of jijioa, or 5 points of fire damage to destroy an affected area
AC 25; Fort +17, Ref +9
HP 52 (BT 26); Immunities critical hits, object immunities, precision damage; Weaknesses fire 10
Solar Bloom Trigger The jijioa patch is exposed to a solar flare; Effect The countless jijioa flowers suddenly bloom, magnifying the ambient heat of the sun a hundredfold. Creatures in the jijioa patch take 4d6 fire damage (DC 22 basic Fortitude save). Creatures that end their turn in the patch continue to take damage in this way as long as the jijioa is in bloom.
Reset An hour after blooming, a jijioa patch goes dormant for 1 week.
HAZARD 2
Stealth DC 18 (trained) to spot the pressure plates.
Description Four pressure plates beneath the floorboards activate dragon-headed fountains on either side of the room, which spray boiling water across the area between them.
Disable DC 21 Thievery (trained) to disable each pressure plate, DC 16 to jam each fountain, or DC 18 to deflect a fountain's spray.
AC 15; Fort +8, Ref +5
Fountain Hardness 8, Fountain HP 30 (BT 15)
Scalding Spray (fire, water) Trigger Weight is placed on one of the squares marked with "T" on the map, triggering a pressure plate; Effect The fountains spray boiling water across their own squares and the 10-footby- 20-foot area between them (marked with dotted lines), dealing 4d6+4 fire damage to any creatures in the area (DC 22 basic Reflex save).
Reset Once a pressure plate has been activated, it must be reset manually.
AoE1, page 24.
HAZARD 13
Stealth DC 37 (master)
Description A snapped trip wire causes an alchemical bomb to detonate and blow up part of the tin tub, spilling boiling water all over the trap's victim.
Disable DC 32 Thievery (master) to safely remove the trip wire from the bomb.
Overflowing Boiling Water Trigger The trip wire is pulled or severed; Effect An acid flask detonates, spraying acid at nearby creatures and causing the tub of boiling water to burst in the same direction. All creatures in a 5-foot cone east of the triggered boiling tub trap take 3d6 persistent acid damage, 3 acid splash damage, and 8d6+20 fire damage (DC 31 basic Reflex save).
AoE3, page 56.
HAZARD 9
Stealth DC 30 (or 0 if the trapdoor is disabled or broken) or detect magic.
Description An iron trapdoor covers an infinitely deep 10-foot-square pit.
Disable Thievery DC 28 (trained) to remove the trapdoor.
AC 28; Fort +12, Ref +12
Trapdoor Hardness 9, Trapdoor HP 36 (BT 18)
Infinite Pitfall Trigger A creature walks onto the trapdoor. Effect The triggering creature falls in and continues to fall, potentially forever. That creature can try to Grab an Edge to avoid falling. The DC to Climb the walls or Grab an Edge is 26. The pit contains many handholds, so the falling creature can try to Grab an Edge again every 6 seconds. If the creature succeeds, it can start to Climb out from that point (though it might be a very long climb, depending on how far the creature fell). Since the creature falls endlessly, it can rest and even prepare spells while falling, though items dropped while falling are usually lost forever.
Reset The trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become hidden again.
Core Rulebook, page 524.
HAZARD 7
Stealth DC 25 (trained) DC 0 to spot the balanced boulders.
Description A weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance.
Disable DC 27 Crafting (expert) or DC 25 Thievery (expert) to find and disconnect the plate from the tipping mechanism.
Deadfall Trigger A creature enters the area without taking care to avoid the hidden trigger plate; Effect Creatures within 10 feet of the cave entrance take 4d10+18 damage (DC 25 basic Reflex save).
Reset ting the boulders in the trap is a labor-intensive project that takes 2 hours.
HAZARD 13
Stealth DC 37
Description Three phantom hounds chase down intruders, damaging any they pass through.
Disable DC 36 Nature (expert) to calm each hound, or DC 38 (master) to banish each hound
AC 34; Fort +20, Ref +26, Will +20
HP 60 per hound; Resistance all damage 10 (except force, ghost touch, or positive; double resistance to non-magical)
Bay (evocation, sonic) Trigger A creature enters the area; Effect The hounds manifest and bay loudly, dealing 3d10+16 sonic damage to all creatures within 30 feet of the hounds (DC 33 basic Fortitude save). On a failed check, a creature is additionally frightened 2. The trap then rolls initiative.
Routine (9 actions) The trap loses 3 actions each round for each hound disabled. Each hound uses three actions to Stride 40 feet after creatures in the room, passing through corporeal creatures during this movement if possible. Each creature the hound moves through during its movement takes 2d8+7 negative damage (DC 37 Reflex negates). A creature can only be damaged by each hound once each round, no matter how many times the hound moves through their space.
Reset 1 hour
Dark Archive, page 125.
HAZARD 12
Stealth +20 (trained)
Description Ghostly attackers knock the tables about, send dishes flying, and pull fleeing creatures into the room.
Disable DC 34 Religion (expert) to say an Kagaian prayer and put the haunt temporarily to rest, DC 38 Occultism (master) to create a ward against future hauntings.
Ghostly Pull Trigger One round passes since a creature entered the refectory; Effect A Broken Rebus monk grabs the creature and yanks them toward the room's center. The triggering creature must attempt a DC 36 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already. Critical Success The creature is unaffected.Success The creature is pulled 10 feet into the room.Failure The creature is pulled 15 feet into the room.Critical Failure The creature is pulled 15 feet into the room, knocked prone, and takes 2d6 bludgeoning damage.
Routine (1 action) The haunt sends a flurry of objects hurtling across the room. All creatures in the room are battered by the ghostly objects, taking 3d10+14 force damage (DC 32 basic Reflex save).
Reset The haunt deactivates after 1 minute. It re-forms at the same times every day, 7 a.m. and 7 p.m., which is when the monks had their morning and evening meals.If at least two people cook a meal in the kitchen, share a meal in the refectory, and utter a prayer to Kagaid before the meal, the haunt becomes permanently disabled and doesn't re-form.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 15.
HAZARD 2
Stealth DC 21 (trained)
Description This unassuming fungus leeches heat out of the air.
Disable DC 18 Survival (trained) to safely remove the mold
AC 18; Fort +11; Ref +5
HP 30 (BT 15); Immunities critical hits, fire, object immunities, precision damage; Weaknesses cold 10
Emit Cold (aura, cold) 5 feet. Brown mold deals 2d6 cold damage to nearby creatures.
Leech Warmth Trigger Fire comes within 5 feet of the brown mold; Effect The brown mold expands into every square adjacent to its space. As it grows, it pulls more heat from its surroundings, dealing 2d6+6 cold damage (DC 18 basic Fortitude save) to creatures within 10 feet after it expands.
Reset After expanding, the brown mold can't grow again for 1 day.
Gamemastery Guide, page 77.
HAZARD 15
Stealth +26 (master) or DC 38 (master) to spot the trap's control panel.
Description Four large flaming chandeliers swing wildly around the room.
Disable DC 36 Thievery (master) to disable a chandelier or dispel magic (8th level; counteract DC 33) to permanently drain the magic from a chandelier. Any amount of cold damage that overcomes a chandelier's cold resistance extinguishes its flames and removes its persistent fire damage and flame dart attack. DC 41 Thievery (legendary) to disable the entire trap from the hidden control panel in the southeast corner of the room.
AC 36; Fort +27, Ref +22
Chandelier Hardness 30, Chandelier HP 120 (BT 60); Panel Hardness 18, Panel HP 88 (BT 44); Immunities critical hits, object immunities, precision damage; Resistances cold 15
Extending Chandeliers (occult, transmutation) Trigger A creature touches the cage door, the closet door, or any wooden stand; Effect Both double doors leading out of the room shut and lock; while the trap is active, the key doesn't work to open these doors (although their locks can be picked normally). The chandeliers drop several feet on elongated chains, allowing them to swing around the room. The closest chandelier to the triggering creature makes a swinging chandelier Strike against it. The trap then rolls initiative.
Routine (4 actions) For every chandelier disabled, the trap's actions are reduced by 1. For each of the trap's actions, a different chandelier attacks a random creature in the room. A chandelier uses its swinging chandelier attack if it can, but it can't make melee attacks against creatures in the cage, the closet, or the gap between the two double doors leading into the vault. Against a creature it can't reach with a melee attack, it uses a flame dart attack instead. The trap doesn't take multiple attack penalties.
Melee swinging chandelier +35, Damage 3d12+25 bludgeoning and 4d6 persistent fire; no multiple attack penalty
Ranged flame dart +32 (range 40 feet), Damage 4d8+20 fire and 4d6 persistent fire; no multiple attack penalty
Reset The trap deactivates and resets 1 minute after there are no living creatures remaining in the room.
AoE4, page 38.
HAZARD 13
Stealth DC 32 (master)
Description An invisible rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder.
Disable DC 34 Thievery (master) to disrupt the rune without triggering it or dispel magic (6th level; counteract DC 31) to magically counteract the rune.
AC 33; Fort +25, Ref +19
Hardness 21, HP 84 (BT 42); Immunities critical hits, object immunities, precision damage
Jolting Buzz (electricity, evocation, primal, sonic) Trigger A creature attempts to open the door without using the key; Effect The trap makes a loud buzz and deals 5d10 electricity damage and 5d10 sonic damage to the triggering creature (DC 32 basic Reflex save; this save applies to both the electricity damage and the sonic damage). Further, the creature must attempt a DC 32 Fortitude save. Critical Success No effect.Success The target is paralyzed for 1 round.Failure The target is paralyzed for 1d4 rounds. At the end of each of its turns, it can attempt a new DC 32 Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success.Critical Failure The target is paralyzed for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Reset The trap resets after 1 hour.