52 hazards, from Sacred Geyser to Swatting Tail.
Sacred Geyser · Sadistic Conductor · Saivaefind's Rake Trap · Sand Whirlwind · Scholar's Bane · Scroll Shock Trap · Scythe Blades · Scythe Blades · Second Chance · Second Kiss Engine · Seismic Spears Trap · Serpent Ward · Shadow Guards · Shattered Window · Shattering Rune · Shrieker · Shrinking Hall · Shrouded Assailant · Shuffling Hall · Shuffling Scythe Blades · Sigil of Deepest Fears · Siphoning Spirit · Slamming Door · Slamming Door · Snowfall · Soporific Lecture · Soul Draining Cage · Spear Launcher · Spear Launcher · Spear Launcher · Spectral Archers · Spectral Reflection · Spell Pitchers · Spike Launcher · Spiked Barricade Trap · Spiked Doorframe · Spinning Blade Pillar · Spirit Cyclone · Spirit Window · Stabbing Sentinel · Stalker Summoning Rune · Steam Vents · Stink-Sap Trap · Stonescale Spirits · Storm Discharge · Subduing Gas Chamber · Suffering Xulgaths · Summoning Rune · Summoning Rune · Summoning Rune · Supplicant Statues · Swatting Tail
HAZARD 3
Stealth DC 19 (trained)
Description A geyser of boiling water erupts at any character who attempts to take water from the oasis.
Disable DC 21 Thievery (trained) to concoct a mechanism for indirectly harvesting the water from a safe distance
Boiling Geyser Trigger A creature dips a vessel or otherwise attempts to remove water from the oasis; Effect A jet of magical boiling water targets the triggering creature and affects all creatures within 5 feet of the target. Creatures caught in the burst take 2d10+13 fire damage (basic DC 23 Reflex save).
Reset The geyser resets automatically and adapts to previous circumvention, requiring a new check to disable it each time.
HAZARD 4
Stealth +12 (trained)
Description A phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the conductor gestures for the performance to begin, creatures are compelled to play the instruments.
Disable DC 18 Performance to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 Occultism or Religion (trained) to banish one instrument; or DC 25 Thievery (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt
per instrument HP 22 (BT 11); Immunities critical hits, object immunities, precision damage
Conjure Instruments (conjuration, occult) Trigger A creature approaches within 15 feet; Effect The conductor conjures a hazardous spectral instrument into the hands of each sentient creature within 30 feet. Even a creature whose hands are full finds a spectral instrument superimposed over the other items it's carrying. Affected creatures must each attempt a DC 19 Will save. The haunt then rolls initiative. Critical Success The conjuration fails and no instrument appears in the creature's hands.Success A conjured instrument appears in the creature's hands, but it isn't compelled to play it.Failure A conjured instrument appears in the creature's hands and it's compelled to play it (see routine below). The creature can't willingly put down the instrument while compelled to play.Critical Failure As failure, but the creature needs a critical success on its Performance in order for the conductor to be satisfied and dismiss its instrument.
Routine (1 action; enchantment, mental, occult) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals 1d6+3 slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 Performance check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional 1d6+3 sonic damage.
Reset The haunt deactivates when all conjured instruments are destroyed or there has been silence for 1 minute. It resets after 1 hour.
Book of the Dead, page 67.
HAZARD 7
Stealth DC 27 (expert)
Description Six metal talons concealed in the walls swing out and rake across the room.
Disable Thievery DC 25 (expert) to disable each talon.
AC 25; Fort +18, Ref +10
Hardness 15, HP 60 (BT 30); Immunities critical hits, object immunities, precision damage
Raking Strike (attack) Trigger one of the pressure plates is depressed; Effect Six talons swing out from the walls, each striking a different random creature in the room. No creature can be struck by more than one talon until every creature in the room has been attacked by at least one talon.
Melee talon +22 (deadly d10), Damage 1d10+2; no multiple attack penalty
Reset The trap resets after 1 minute.
The Slithering, page 29.
HAZARD 14
Stealth +23 (trained)
Description Buffeting winds swirl sharp grains of sand about the room.
Disable DC 38 Religion (expert) to state an Kagaian koan about being complete only upon recognizing one's incompleteness, or DC 41 Occultism (master) to create a ward against future hauntings.
Sand Vacuum Trigger A creature attempts to leave the chamber; Effect A powerful wind pulls the creature back into the room. The triggering creature must attempt a DC 39 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 back 10 feet into the room.Failure The creature is pulled back 15 feet into the room and is blinded for 1 round.Critical Failure The creature is pulled back 15 feet into the room and is blinded for 1 minute.
Routine (1 action) The haunt's violent winds savagely buffet everyone in the room, dealing 6d10+30 bludgeoning damage to living creatures (DC 34 basic Reflex save). On a critically failed save, a creature is also blinded for 1 minute.
Reset The haunt deactivates after 1 minute and re-forms after 1 hour. The haunt is disabled and doesn't re-form if at least two creatures spend 1 minute to create an image with the sand. Creating the image requires a successful DC 30 Crafting or Thievery check.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 18.
HAZARD 4
Stealth +14 (trained) to notice magical sensors hidden within four of the carvings' eyes
Description Illusion magic overwhelms the minds of particularly intelligent creatures, forcing them to relive every intellectual failure and shame they've ever suffered.
Disable DC 22 Thievery (trained) to carve out one eye sensor, DC 22 Arcana or Occultism (trained) to blank out one's mind (disables trap for self only), or dispel magic (2nd level; counteract DC 20) to counteract one eye sensor
AC 20; Fort +12, Ref +8
Eye Hardness 6, Eye HP 20
Reveal Failurs Trigger A creature with an Intelligence score of 10 or greater enters the room; Effect The trap fills the triggering creature's mind with shameful memories. The creature must succeed at a DC 22 Will save or take 2d8+2 mental damage. The trap then rolls initiative.
Routine (4 actions) The trap uses each action to target a creature in the room with an Intelligence score of 10 or greater. A target must succeed at a DC 22 Will save or take 2d8+2 mental damage. On a critical failure, the creature takes a –10-foot status penalty to Speed for 1 minute as they stagger under the weight of their failures. The trap loses 1 action for each eye sensor disabled or destroyed.
Reset The trap can function for 10 rounds, which don't need to be consecutive, before it must recharge for 24 hours.
Gatewalkers #1: The Seventh Arch, page 53.
HAZARD 9
Stealth +17 (expert) or DC 29 (expert) to spot the hidden control panel
Description Five scroll symbols shoot electricity bolts around the room.
Disable Thievery DC 25 (expert) or dispel magic (3rd level; counteract DC 24); Thievery DC 29 (master) to disable the entire trap from the hidden control panel beneath the central slab.
AC 28; Fort +21, Ref +15
Symbol Hardness 16, Symbol HP 64 (BT 32); Panel Hardness 18, Panel HP 72 (BT 36); Immunities critical hits, object immunities, precision damage; Resistances electricity 15
Reactive Charge (arcane, evocation) Trigger A creature without an Theiveith Consortium badge approaches within 5 feet of a slab; Effect Both double doors leading out of the room shut and lock. While the trap is active, the doors must be battered open (Hardness 18; Panel HP 72 [BT 36]; Athletics DC 29 to Force Open). The closest symbol to the triggering creature shoots an electricity bolt attack at it. The trap then rolls initiative.
Routine (5 actions) Each disabled symbol reduces the trap's number of actions by 1. For each of its actions, a different symbol shoots an electricity bolt at a random creature in the room. The trap doesn't take multiple attack penalties.
Ranged electricity bolt +21 (range 40 feet), Damage 1d6+2 electricity damage and 1d6 persistent electricity damage
Reset The trap deactivates 1 round after it has no target creatures and resets after 1 minute.
The Slithering, page 47.
HAZARD 4
Stealth DC 23 Perception check
Description Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.
Disable DC 21 Thievery to disable each blade
AC 21; Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, sneak attack
Falling Scythes (attack) When the trip wire is pulled or severed, both blades swing down, each one attacking all creatures under the ceiling grooves. The trap makes a melee attack with each blade with +17 to each attack roll. There's no multiple attack penalty on these attacks. On a hit, a blade deals 2d12 + 4 slashing damage. On a critical hit, the damage is doubled plus 6 extra damage.
Beginner Box, page 49.
HAZARD 4
Stealth DC 23 (trained)
Description Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.
Disable Thievery DC 21 (trained) to disable each blade.
AC 21; Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, object immunities, precision damage
Falling Scythes (attack) Trigger The trip wire is pulled or severed. Effect Both blades swing down, each one attacking all creatures under the ceiling grooves.
Melee scythe +17 (deadly 1d12), Damage 2d12+4 slashing; no multiple attack penalty
Reset The trap resets after 15 minutes.
Core Rulebook, page 523.
HAZARD 21
Stealth DC 44 (legendary)
Description Powerful warding magic tied to an object or location tries to regress the ages of a creature and its allies.
Disable Thievery DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory.
In the Beginning (divine, transmutation) Trigger A creature tries to steal the object or intrude upon the location. Effect If someone uses a proxy or dupe for the theft or intrusion, the trap unerringly targets the true perpetrator or perpetrators at any distance—even across planes. The triggering creature and up to five coconspirators instantly revert to infants, losing all memories, class abilities, and other skills acquired during their lives (DC 44 Fortitude negates). Reversing this effect is nearly impossible, requiring powerful magic such as wish.
Core Rulebook, page 525.
HAZARD 6
Description Exposed clockwork gears spin at high speeds.
Disable DC 28 Thievery (expert) to disable the engine, or DC 26 Engineering Lore to disengage the drive shaft. Either method disables the trap but also shuts down the engine, disabling the Second Kiss's propulsion.
AC 27; Fort +15, Ref +18
Hardness 10, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage
Spinning Gears Trigger A creature Strides in the engine nacelle; Effect The creature's clothing or limbs get caught in the spinning gears and axles of the engine. The creature must attempt a DC 24 Reflex save. Critical Success The creature is unaffected.Success The creature takes 2d8+9 bludgeoning damage.Failure The creature takes 4d8+18 bludgeoning damage.Critical Failure The creature's clothing is pulled into the clockworks. The creature takes 4d8+18 bludgeoning damage and is restrained. Until the creature Escapes (DC 24), it takes 2d8+9 bludgeoning damage each round as it's pulled into the spinning rotors. A creature wearing clothing can automatically Escape by doffing its caught clothing; this destroys the doffed clothing.
OoA2, page 28.
HAZARD 19
Stealth DC 43 (master)
Description Lines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become petrified.
Disable Thievery DC 43 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward.
Cataclysmic Rain (arcane, earth, fire) Trigger A creature enters the marked area; Effect Fiery spears make one Strike against each living creature within 5 feet of the marked area.
Personal Quake A creature struck by a seismic spear is clumsy 3 for 1 round as their body tainobraies uncontrollably. On a critical hit, a target must succeed at a DC 39 Fortitude save or be petrified for 1 minute, or permanently on a critical failure.
Ranged seismic spear +40, Damage 3d10+10 fire damage and 3d10+10 piercing damage plus personal quake; no multiple attack penalty
Reset The trap resets after 1 minute.
HAZARD 7
Stealth DC 25 (expert)
Description Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders.
Disable DC 26 Thievery (expert) or DC 24 Occultism (expert) to deactivate the magical trigger.
Curse the Intruders (curse, illusion, occult) Trigger The trapped door is opened other than by a serpentfolk; Effect Hissing, illusionary snakes leap from the door. Each living creature within 30 feet is subjected to the curse of potent poison. If a living creature opened the door, that creature must roll its saving throw against the curse twice and take the worse result (this is a misfortune effect).
HAZARD 2
Stealth +11 (trained) to notice the runes concealed among the drawings
Description Shadowy caricatures of elves peel themselves from the floor and attack everyone in the room.
Disable DC 16 Acrobatics to move through the room without touching any of the runes, followed by DC 18
AC 18; Fort +11, Ref +11
Hardness 8, HP 32
Thievery (trained) to carve them out of the wood without triggering them; or dispel magic (1st level; counteract DC 16) to counteract the runes
Shadow Rush Trigger A creature enters the room; Effect After waiting 1 round, the trap animates its shadowy stick figures and makes a painted spear Strike against each creature in the room. The trap rolls initiative.
Melee painted spear +11, Damage 1d10+4 piercing
Routine (1 action) The drawings stab at each character in the room with spears drawn from sharp lines.
Reset The trap deactivates and resets after 1 minute. The drawings cannot pursue characters out of the room.
HAZARD 1
Stealth DC 17 (trained) to notice cracks spider-webbing across the window
Description The anger trapped within a structure shatters a window, showering glass in adjacent spaces.
Disable DC 19 Occultism or Religion (trained) to suppress the spiritual energy or DC 20 Diplomacy (trained) to soothe the latent anger
Shatter Trigger A creature moves adjacent to the window; Effect The window shatters, dealing 2d6+5 slashing damage to creatures within 5 feet (DC 17 basic Reflex save).
Book of the Dead, page 65.
HAZARD 9
Stealth DC 33 (master)
Description A magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an invisible sensor that detects creatures within a 10-foot-radius sphere.
Disable Thievery DC 30 (master) to erase the rune without triggering the sensor or dispel magic (5th level; counteract DC 28) to dispel the rune
Shattering Shockwave (arcane, evocation, sonic) Trigger A Small or larger creature comes within 10 feet of the rune; Effect The rune unleashes a deafening peal of thunder that deals 10d8 sonic damage in a 20-foot burst (DC 30 basic Reflex save).
HAZARD -1
Stealth DC 12
Description This human-sized purple mushroom emits a piercing shriek when disturbed.
Disable DC 18 Survival to carefully approach and cut the mushroom's air sac without triggering the shrieker
AC 12; Fort +8, Ref +2
HP 9; Immunities critical hits, object immunities, precision damage
Shriek Trigger A creature or light source approaches within 10 feet of the shrieker or the shrieker takes damage; Effect The shrieker emits a deafening screech that deals 1d6 sonic damage to creatures within 30 feet (DC 16 basic Fortitude save; creatures that critically fail this saving throw are deafened for 1 minute).
Reset 1 minute
Gamemastery Guide, page 77.
HAZARD 2
Stealth DC 18
Description This hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible.
Disable DC 21 Thievery (trained) to jam the scales built into the floor
Shrink Trigger 100 pounds of weight or more is placed on the hallway's floor; Effect The hall's last 40 feet of walls angle inward, causing the hall to shrink and contract down, reaching 6 inches in height and width at the hall's far end and completely blocking access to the hall's exit door for anything but a Tiny creature Squeezing.
Reset After 10 minutes without weight being placed on this hall's floor, this trap resets, returning the hall to its original size.
Dark Archive, page 123.
HAZARD 17
Stealth DC 43
Description A spirit steps out of a covered mirror, pulling off and becoming shrouded in the cloth, which reveals the mirror. The shrouded figure attacks the living until the cloth is yanked off, which banishes the formless spirit.
Disable DC 43 Thievery (master) to steal the cloth before the spirit manifests, or DC 47 Athletics to pull the cloth off the spirit after it manifests
AC 40; Fort +26, Ref +32, Will +35
Spirit HP 230 Resistance all damage 20 (except force, ghost touch, or positive; double resistance to non-magical)
Don Shroud (occult) Trigger A creature enters the area; Effect The spirit steps out of the mirror, wearing the cloth as a shroud and revealing the mirror. The triggering creature is frightened 3 unless they succeed at a DC 38 Will save. The haunt then rolls initiative.
Melee shrouded touch +33, Damage 3d12+19 force
Routine (3 actions) The spirit uses 3 actions to Step, fly 60 feet, or Strike, in any order. On a successful Strike the spirit's target is frightened 1, and on a critical success, the target is frightened 2.
Reset The haunt can be reset if the mirror is covered in a cloth or shroud.
Dark Archive, page 125.
HAZARD -1
Stealth DC 15
Description Four pressure plates along this mirrored hall rotate vertically when stepped on, sending a creature on the pressure plate tipping into an adjacent featureless room while simultaneously replacing the pressure plate and walls in the hall. Each pressure plate dumps creatures into a different room.
Disable DC 12 Thievery to deactivate one pressure plate
AC 18; Fort +2, Ref +5
Hardness 4, HP 12 (BT 6); Immunities object immunities
Flip Trigger A creature steps on a pressure plate; Effect The floor and adjoining wall rotate up and over on a central axle, tipping the triggering creature into an adjacent featureless room and simultaneously replacing the pressure plate and wall with another set on the same axle. The triggering creature is pushed into an adjoining room, takes 1d8 bludgeoning damage, and lands prone. A creature who succeeds at a DC 19 Reflex save takes no damage and rolls out of the way of the trap, returning to the space they were in before stepping on the pressure plate.
Reset automatic
Dark Archive, page 122.
HAZARD 8
Stealth DC 18 (expert)
Description Six long blades, hidden in grooves in the walls and floor, zigzag through different parts of this hallway when any pressure plate in the hallway intersection is depressed; there are so many plates it's impossible to avoid them when moving through the room. The blades retreat into the floor and move through the hidden grooves before swinging out from the wall again in a different location.
Disable DC 26 Thievery (expert) to disable each blade, or utter the magical passphrase (which only Fuvrund knows) to deactivate the trap for 10 minutes.
AC 27; Fort +19, Ref +13
Scythe Blade Hardness 16, Scythe Blade HP 30 (BT 15); Immunities critical hits, object immunities, precision damage.
Dicing Scythes Trigger A creature steps in the 15-footby- 25-foot area where the branching hallways connect; Effect The trap uses Scythe Shuffle; each blade makes a scythe Strike against each creature in its region, then it uses Scythe Shuffle again. The trap then rolls for initiative.
Scythe Shuffle The blades travel erratically throughout the hallway's branches, out of sight under the floors or behind the walls. For each blade, roll 1d4 to determine the region in which it next makes scythe Strikes. A creature can Seek (DC 22) to learn clues about blades in the region they're currently occupying. On a success, the creature knows how many blades are currently in its region. 1. Main intersection (the 15-foot-by-25-foot area where the hallways connect, as marked on area B20) 2. North branch (from the main intersection to the secret door to area B14) 3. Central hall (from the main intersection to the secret door to area B24) 4. South branch (from the main intersection to the wall shared with area B25)
Routine (7 actions) The trap spends 1 action for each of its blades; a blade makes a scythe Strike against each creature in its region. With its final action, the trap uses.
Melee scythe +20 (deadly 1d12), Damage 1d12+8 slashing; no multiple attack penalty
Reset The trap resets when no creatures remain in area B20. Damaged or destroyed blades aren't repaired when the trap resets.
HAZARD 17
Stealth DC 43 (master)
Description An arcane sigil forces creatures to confront their greatest fear.
Disable DC 43 Thievery (master) to drain the sigil's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the sigil
Face Your Fear (arcane, death, emotion, fear, illusion, mental) Trigger A creature moves within 10 feet of the sigil; Effect All creatures within 120 feet of the sigil are affected by a weird spell (DC 40 Will save).
Reset 1 day
Dark Archive, page 124.
HAZARD 19
Stealth +40 (trained)
Description A formless spirit drains life from the living, becoming progressively visible as its victims weaken.
Disable DC 48 Occultism or Religion (expert) to weaken the spirit; four total successes are required to disable the haunt
Sudden Siphon (divine, necromancy, negative) Trigger A living creature passes within 15 feet of the spirit; Effect The invisible spirit latches onto the life essence of the living, dealing 4d10+20 negative damage to all living creatures within 60 feet (DC 41 basic Fortitude save). The haunt then rolls initiative
Routine (1 action; death, divine, necromancy, negative) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes 4d10+20 negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales.
Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and increases its drained value by 1, to a maximum of drained 4.Critical Failure The creature takes double damage and increases its drained value by 2, to a maximum of drained 4. If the creature was already drained 4, it dies.Reset After 1 minute, the spirit is satiated, and the haunt deactivates as it returns to a resting state. Over the course of 1 hour, the spirit's siphoned life energy disperses and the haunt resets.
Book of the Dead, page 69.
HAZARD 1
Stealth DC 17 Perception check
Description Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallway's ceiling.
Disable DC 15 Thievery on the floor panels before the slab falls
AC 16; Fort +10, Ref +2
Hardness 5, HP 20 (BT 10); Immunities critical hits, sneak attack
Slam Shut (attack) When pressure is placed on any floor tile, the door falls, closing off the hallway. The stone slab deals 3d8 bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they roll out of the way and can choose which direction. Lifting the fallen slab requires a successful DC 25 Athletics check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24).
Beginner Box, page 49.
HAZARD 1
Stealth DC 17 (trained)
Description Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallway's ceiling.
Disable Thievery DC 15 (trained) on the floor panels before the slab falls.
AC 16; Fort +10, Ref +2
Hardness 5, HP 20 (BT 10); Immunities critical hits, object immunities, precision damage
Slam Shut Trigger Pressure is placed on any floor tile. Effect The door falls, closing off the hallway. The stone slab deals 3d8 bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they can choose the direction. Lifting the fallen slab requires a successful DC 25 Athletics check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24).
Core Rulebook, page 523.
HAZARD 0
Stealth DC 16 (trained)
Description Loose snow and ice have built up on a high surface, such as a tree branch or a rooftop. Its grip on the surface is tenuous, and it is likely to fall if the surface moves.
Disable DC 19 Survival (trained) to safely dislodge the snow, or deal any amount of fire damage to destroy the hazard without triggering it
AC 16; Fort +10, Ref +8
HP 8; Immunities critical hits, object immunities, precision damage
Snowdrop Trigger A creature moves beneath where the snowfall is resting; Effect Ice and snow fall on the triggering creature, dealing 2d6+3 bludgeoning damage (DC 18 basic Reflex save) and soaking their clothing. Until they change into fresh clothing or spend at least an hour in an area of normal or higher temperature, they treat cold environments as one step colder (for example, mild cold as severe cold).
Gamemastery Guide, page 77.
HAZARD 8
Stealth DC 28 (expert)
Description Several hidden nozzles spray colorless sleeping gas into the seating area.
Disable DC 28 Thievery (expert) to crimp shut the primary feeding tube for the gas, or DC 31 Perception (expert) to discover the hidden bypass switch next to the door to area A3 that shuts the trap off
Gas Spray (incapacitation, mental, poison, sleep) Trigger Pressure is applied to any of the steps in the middle of the seating area, or applied to the manual trigger on the stage. This manual trigger can activate the trap even if its hidden bypass switch is engaged; Effect Sleeping gas is silently sprayed into the seating area. All creatures in the area must roll a DC 26 Will save to resist its effects. The gas persists in the area for 3 rounds before becoming inert. Any creature who ends their turn in this area during these 3 rounds must attempt a new DC 26 Will save. Critical Success The creature is unaffected and realizes that the area has been gassed.Success The creature is unaffected but doesn't notice the gas.Failure The creature feels a bit drowsy and lethargic, and becomes fatigued for 1 minute. If the creature is already fatigued, it instead falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
HAZARD 6
Stealth DC 25 (expert) or detect magic
Description Necromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage.
Disable Thievery DC 25 (expert) to drain the runes' power harmlessly or dispel magic (3rd level; counteract DC 22) to counteract the rune
Soul Drain (arcane, necromancy, negative) Trigger A creature touches the cage bars, door, or lock directly or with a tool; Effect The trap deals 4d8+18 negative damage to the triggering creature, creatures inside the cage, and all creatures adjacent to the cage (DC 27 basic Fortitude save). On a failed save, a creature is also drained 1.
Quest for the Frozen Flame #2: Lost Mammoth Valley, page 38.
HAZARD 2
Stealth DC 20 Perception check
Description A wall socket loaded with a spear connects to a floor tile in one 5-foot square.
Disable DC 18 Thievery on the floor tile or wall socket
AC 18; Fort +11, Ref +3
Hardness 8, HP 32 (BT 16); Immunities critical hits, sneak attack
Spear (attack) When pressure is applied to the floor tile, the trap shoots a spear, making an attack against the creature or object on the floor tile. The trap makes a ranged attack, rolling a 1d20 and adding 14. On a hit, it deals 2d6 + 6 piercing damage (doubled on a critical hit as normal).
Beginner Box, page 49.
HAZARD 2
Stealth DC 20 (trained)
Description A wall socket loaded with a spear connects to a floor tile in one 5-foot square.
Disable Thievery DC 18 (trained) on the floor tile or wall socket.
AC 18; Fort +11, Ref +3
Hardness 8, HP 32 (BT 16); Immunities critical hits, object immunities, precision damage
Spear (attack) Trigger Pressure is applied to the floor tile. Effect The trap shoots a spear, making an attack against the creature or object on the floor tile.
Ranged spear +14, Damage 2d6+6 piercing; no multiple attack penalty
Core Rulebook, page 523.
HAZARD 2
Stealth DC 20 (trained)
Description An old heavy crossbow is hidden in a pile of trash, loaded with a wooden spear, and connected to the rope holding the door.
Disable Thievery DC 18 (trained) on the rope allows a PC to tie the rope off and open the door without setting off the trap.
AC 18; Fort +11, Ref +3
Hardness 8, HP 32 (BT 16)
Spear (attack) Trigger The rope is cut or otherwise untied from the door. Effect The trap makes an attack against the creature that manipulated the rope.
Ranged spear +14, Damage 2d6+6 piercing; no multiple attack penalty
The Fall of Plaguestone, page 17.
HAZARD 8
Stealth +28 (expert)
Description Ghostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders.
Disable DC 31 Intimidation (expert) to cow the archers into fleeing or DC 28 Religion (expert) to temporarily banish the spirits
Rain of Bolts Trigger A creature attacks the graveknights in area G1 or enters the castle; Effect The haunt makes a spectral bolt Strike against the triggering creature, then rolls initiative.
Ranged spectral bolt +20, Damage 2d10+11 negative; no multiple attack penalty
Routine (1 action) The hazard fires one bolt at every creature in a 30-foot-by-30-foot area in front of the gate as 1 action. Because the spectral archers fire bolts continuously, the haunt can also use the Continuous Barrage free action (below) to fire bolts at each creature during that creature's turn.
Reset The haunt vanishes permanently if the graveknights are destroyed. Otherwise, it returns after 1 hour.
HAZARD 5
Stealth DC 26 (expert)
Description The reflection in the mirror subtly twists and distorts, its expression taking on an unnerving sneer of malice.
Disable DC 23 Religion (trained) to exorcise the spirit, or DC 23
AC 19; Fort +15, Ref +10
Hardness 13, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage
Thievery trained to quickly cover the mirror
Spectral Impale Trigger A living creature approaches within 15 feet of the mirror, and the mirror is lit with dim or brighter light; Effect Shadowy barbs impale the body of the reflected creature as the haunt makes a shadow barbs Strike.
Sap Vitality A creature hit by the reflection's shadow barbs must attempt a DC 22 Fortitude save as the haunt tries to draw a portion of its vital essence into the mirror. The target is drained 1 on a failed saving throw, or drained 2 on a critical failure.
Melee shadow barbs +19, Damage 4d8+9 negative plus sap vitality
Reset The haunt re-forms after 1 minute, manifesting in any mirror within its infused area (see Special below). Special Spectral reflections often infuse entire buildings, manifesting in any sufficiently large mirror. The example Hit Points and Hardness given represent a typical mirror reinforced by the haunt; at your discretion, the haunt might appear in reflective surfaces that are harder to destroy.Defeating a manifestation through damage destroys the surface, preventing the haunt from using it again. If this haunt appears in an area with many mirrors, consider giving PCs double or even triple the XP for a typical simple hazard.
Gamemastery Guide, page 78.
HAZARD 1
Stealth DC 20 (trained) to recognize the plant among others
Description A large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open.
Disable DC 15 Arcana (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 Nature (trained) to carefully coax the pitcher into quiescence
AC 16; Fort +11, Ref +5
HP 40 (BT 20); Immunities mental; Weaknesses slashing 10
Devour Magic Trigger A spell's direct line of effect passes within a 5-foot-radius of the plant; Effect The pitcher attempts to counteract the spell (counteract level 1, counteract modifier +10). On a success, the pitcher immediately consumes the spell as it passes over the plant.
Reset Once the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell level of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts. A second pitcher branches into an adjacent square when the first pitcher opens again.
LOIL, page 232.
HAZARD 0
Stealth DC 19
Description A jagged spike of metal shoots from a hidden launcher.
Disable DC 16 Thievery to disable one of the four launchers.
or DC 12 Acrobatics to step over a trip line (this doesn't disarm the trap, but avoids triggering it) AC 16; Fort +9, Ref +3 Hardness 3; HP 16 (BT 8); Immunities critical hits, object immunities, precision damage.
Spike Trigger A creature crosses one of the trip lines; Effect A spike launches along the trip line's path against the triggering creature, making a ranged Strike.
Ranged spike +11 (range 20 feet), Damage 2d6+3 piercing; no multiple attack penalty
AV1, page 25.
HAZARD 13
Stealth DC 32 (expert)
Description Spring-loaded wedges of sharpened stone pop out of the wooden barricade.
Disable DC 33 Thievery (expert) to suppress the spring mechanism for one 5-foot segment of the barricade.
AC 34; Fort +26, Ref +18
Hardness 22, HP 88 (BT 44); Immunities critical hits, object immunities, precision damage; Weaknesses fire 10
Spike Jab (attack) Trigger A creature enters the area adjacent to a barrier; Effect Wedges of sharpened stone extend from the barricade in all directions and attack all creatures within 10 feet.
Melee spike +31 (reach 10 feet), Damage 6d12+24 slashing; no multiple attack penalty
Reset The trap must be manually reset by pushing the wedges back into place.
HAZARD 4
Stealth DC 25 (trained)
Description Spikes lance out of the doorframe to skewer anyone who attempts to open the door.
Disable Thievery DC 20 (trained) to deactivate a trigger built into the door's handle
AC 21; Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, object immunities, precision damage
Spikes (attack) Trigger The door is opened. Effect The trap makes an attack against the creature that opened the door.
Melee spikes +17, Damage 4d6+3 piercing
AoA1, page 46.
HAZARD 4
Stealth +11 (trained) or DC 26 (expert) to notice the control panel.
Description A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden control panel within 30 feet.
Disable Thievery DC 21 (trained) twice on the pillar, or Thievery DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below).
AC 21; Fort +10, Ref +12
Pillar Hardness 12, Pillar HP 48 (BT 24); Panel Hardness 5, Panel HP 20 (BT 10); Immunities critical hits, object immunities, precision damage
Rising Pillar (attack) Trigger A creature steps on one of the trapped floor tiles. Effect The trap pops up in a grid intersection and makes a spinning blade attack against one adjacent creature (if any), then rolls initiative.
Routine (3 actions) The trap uses its first action to make a spinning blade Strike against each adjacent creature, its second action to move straight in a random direction (roll 1d4 to determine the direction), and its third action to make a spinning blade Strike against each adjacent creature. This trap doesn't take a multiple attack penalty.
Core Rulebook, page 527.
HAZARD 9
Stealth +20 (expert)
Description DC 30 Occultism or Religion (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt
Disable DC 22 Religion (trained) to ritually pray for the dead or DC 24 Occultism (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt
Gather Spirits Trigger Two or more creatures enter the area; Effect A spiraling column of spirits gather, becoming a whirling cyclone of souls 10 feet wide and 60 feet tall. The haunt then rolls initiative.
Routine (3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing 2d10+13 negative damage to each creature in its path (DC 32 basic Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming grabbed (Escape DC 32). A creature grabbed by the cyclone moves along with the cyclone and takes 1d10+6 additional negative damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone's turn, no matter where the cyclone moves. A creature that successfully Escapes from the cyclone falls from a height of 1d12 × 5 feet.
Reset The spirit cyclone disperses after 1 minute and resets after 1 day
Book of the Dead, page 68.
HAZARD 20
Stealth DC 51
Description Spirits trapped inside a haunted window harm those who touch the window.
Disable DC 48 Occultism (legendary) to free the spirits from the mirror, or DC 48 Religion (legendary) to banish the spirits
AC 45; Fort +36, Ref +30
Window Hardness 35, Window HP 132 (BT 66); Immunities object immunities
Siphon Soul (evil, necromancy, negative, occult) Trigger A creature touches the window; Effect The triggering creature takes 8d10+44 negative damage (DC 42 basic Will save) as the window attempts to steal their soul. If this damage would kill the target, its soul is trapped inside the window with the effects of bind soul.
Reset 1 round
Dark Archive, page 124.
HAZARD 18
Stealth DC 45 (master)
Description A petrified creature momentarily animates to attack an adjacent creature.
Disable DC 40 Thievery (master) to remove the animating magic without triggering the trap, or dispel magic (8th level; counteract DC 38) to counteract the animating magic.
AC 41; Fort +36, Ref +27
Hardness 30, HP 120 (BT 60); Immunities critical hits, object immunities, precision damage
Animated Attack (attack, necromancy, transmutation) Trigger A living or undead creature moves within 5 feet of the stabbing sentinel; Effect The stabbing sentinel animates, making one Strike against the triggering creature.
Petrification Overcharge On a critical hit, the target is petrified for 1 round. Additionally, if another stabbing sentinel has already been triggered, that sentinel immediately resets. If no other stabbing sentinels have been triggered, then another random statue in the room becomes infused with animating magic and becomes another stabbing sentinel hazard (to a maximum of four at a time).
Melee blade +38, Damage 6d12+40 piercing plus petrification overcharge; no multiple attack penalty
Reset The magical energy that animates the statue builds up again over 24 hours and the trap resets.
HAZARD 7
Stealth +15 (expert)
Description The sand conceals a rune that summons an invisible stalker into this yard.
Disable Acrobatics DC 25 to approach without triggering the trap followed by Arcana DC 25 (expert) or Thievery DC 27 (expert) to erase the rune, or dispel magic (4th level; counteract DC 25) to counteract the rune.
Summon Monster (arcane, conjuration, summon) Trigger A creature that isn't openly bearing an Theiveith Consortium badge crosses the center of the yard. Effect The trap summons an invisible stalker. The invisible stalker rolls initiative and remains for 2d6 rounds, after which the spell ends and the invisible stalker disappears. The invisible stalker also disappears if someone disables the trap before the duration expires. The invisible stalker can use 3 actions each round and can use reactions, unlike most summoned creatures.
Reset The trap resets after 24 hours.
The Slithering, page 15.
HAZARD 4
Stealth DC 22 (trained)
Description Large pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers.
Disable Thievery DC 22 (trained) to disconnect the trip wire or Crafting DC 24 (expert) to carefully reduce the pressure and prevent the blast
AC 20; Fort +12, Ref +12
Hardness 12, HP 48 (BT 24); Immunities object immunities
Steam Blast Trigger The trip wire is pulled or severed, typically because a creature walked through the square with the trip wire; Effect Steam erupts from the pipes, dealing 3d6 bludgeoning damage and 3d6 fire damage (DC 24 basic Reflex save) to all creatures within 15 feet. Creatures that critically fail their save are knocked prone.
Guns & Gears, page 81.
HAZARD 3
Stealth DC 18 (trained)
Description A nozzle attached to a pressure sensor under the flagstone path sprays thick wads of smelly sap.
Disable DC 15 Thievery (trained) to clog the nozzle or DC 14
AC 13; Fort +8, Ref +5
Nozzle Hardness 10, Nozzle HP 30 (BT 15); Immunities critical hits, object immunities, precision damage
Athletics (trained) to redirect the stream away from the path; the Athletics check can be made at a distance with a thrown object, but a critical failure triggers the trap's
Sudden Spray.
Sudden Spray Trigger A creature or object weighing at least 50 pounds is placed on one of the flagstones north of the gate (marked "T" on the map on page 32) Effect Pressurized sap sprays from the nozzle, coating everything in a 15-foot cone. Creatures in the area that fail a DC 20 Reflex save become affected by stink sap.
Stink Sap (aura, olfactory) 5 feet. Creatures and their equipment coated in the sap smell horrible. Creatures in the aura must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature is also stunned 1. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is immune to stink sap for 1 minute. Creatures don't save against this effect in exploration mode and don't become temporarily immune, but creatures with stink sap on them must roll against their own aura when they roll initiative in encounter mode. The sap dissipates after 10 hours; spending 10 minutes scrubbing the sap off with soap and water reduces the duration by 1 hour.
Reset 1 minute. The trap resets automatically twice before the supply of stink sap is exhausted.
OoA1, page 33.
HAZARD 2
Stealth +11 (trained)
Description A half-dozen ghostly kobolds rise from the rubble in a howling vortex.
Disable DC 18 Intimidation (trained) to frighten the spirits with a threatening display, or DC 21 Religion (trained) to exorcise the spirits.
Confusing Confrontation (emotion, enchantment, fear, mental) Trigger A creature enters a square either fully or partially filled with rubble in the middle of the room; Effect Six ghostly kobolds surge out of the rubble with eerie yowls. Each creature in area A7 must attempt a DC 18 Will save with the following results. The haunt then rolls initiative. Critical Success The creature is unaffected, is temporarily immune to Confusing Confrontation for 24 hours, and realizes that a display of intimidating dominance might quell the ghostly kobolds' assault.Success The creature is frightened 1.Failure The creature is confused for 1 round and is frightened 2.Critical Failure The creature is confused for 2 rounds and is frightened 3
Routine (1 action) The spirits swoop together toward one creature in area A7 who's frightened, instilling feelings of betrayal and confusion. The target takes 1d10+4 mental damage (DC 18 basic Will save).
Reset The haunt deactivates if there are no frightened creatures in area A7 at the start of its turn. The ghostly kobolds return to the rubble pile. The haunt can't activate again for 1 hour.
AV1, page 9.
HAZARD 18
Stealth DC 10
Description Geifeidrous aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy.
Disable DC 45 Nature (master) to balance the electrical charges in the area or DC 48 Deception (expert) to momentarily divert Geifeidrous's attention
Lightning Blast Trigger A creature takes a hostile action against Geifeidrous, produces a visible area effect, or flies within 120 feet of Geifeidrous; Effect Geifeidrous unleashes a 240-foot line of electricity toward the triggering creature. Creatures in the line take 16d8 electricity damage (DC 42 basic Reflex save). The electricity creates a static field in all squares that the line passed through and all adjacent squares. For 1 round, any creatures that enter a space in the static field take 4d8 electricity damage (DC 38 basic Reflex save).
Reset Geifeidrous waits 1d4 rounds before another blast.
LOMM, page 41.
HAZARD 5
Stealth +10 (expert)
Description A mechanical sensor in the desk drawer releases a counterweight in the wall, which slams the door shut and opens the sleeping gas tank under the bed, allowing gas to fill the air-tight room with a hissing sound.
Disable DC 26 Thievery (Trained) to disconnect the wire to the counterweight, preventing it from falling, or DC 20
AC 10; Fort +15, Ref +9
Hardness 10, HP 40 (BT 20); Immunities critical hits, object immunities, precision damage
Crafting (alchemical crafting) to create a counteragent to the sleeping gas
Slam Door Trigger A creature opens the desk drawer without holding the release button under the desk; Effect The wooden door to the room slams shut and locks, and the trap rolls initiative.
Sleeping Gas (inhaled, poison) Saving Throw DC 22 Fortitude; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 unconscious with no Perception check to wake up (1 round); Stage 3 unconscious with no Perception check to wake up (1 hour)
Routine (1 action) Each round on its initiative count, the trap pumps more sleeping gas into the room. Any breathing creature in the room is exposed to the toxin.
If a creature acts before the trap on the first round, it has the option of holding its breath to postpone breathing in the poison—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. The trap functions for 1 minute before all the gas is expended, after which it rapidly decays over the next minute. Opening the door to an adjacent room cuts the remaining time it takes for the gas to decay in half but exposes creatures in that room as well.
Reset The gas must be manually reloaded.
OoA1, page 62.
HAZARD 16
Stealth +26 (expert) to hear the echoed shouts of panicked xulgaths.
Description The shadows of four xulgaths endlessly relive their deaths at the hands of the wendigos and their clutchmates.
Disable DC 42 Religion (master) or DC 42 Occultism (master) to calm each of the four spirits. On a character's first successful check, the character also learns that xulgath funerary rites typically involve cremation, which hints that fire is a viable way to put them to rest.
AC 39; Fort +27, Ref +31
HP 24 per spirit; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 20 (except fire, force, ghost touch, or positive)
Wendigo Remnants Trigger A living creature other than a wendigo gains the frightened condition while within 100 feet of the way station; Effect The haunt rolls for initiative.
Routine (4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard's actions by 1.
Melee ghostly bite +32 (magical), Damage 3d6+5 negative; no multiple attack penalty
Reset The haunt is deactivated and resets 1 minute after all non-wendigo creatures leave the area.
HAZARD 5
Stealth +12 (trained)
Description An invisible cloud of magical sensors detects living creatures in the room and summons fire elementals to slay the creatures.
Disable DC 22 Acrobatics (trained) to approach without triggering the trap, followed by DC 22 Thievery (trained) to erase the rune or dispel magic (3rd level; counteract DC 20) to counteract the rune.
Summon Elementals (arcane, conjuration, summon) Trigger A living creature enters the room; Effect Two rounds after a creature enters the room, the room's door slams shut and locks (two DC 20 Thievery checks to pick), and two cinder rat fire elementals emerge from the floor. The elementals roll initiative and remain for 3d6 rounds, after which the spell ends and the creatures disappear. The elementals also disappear if someone disables the trap before the duration expires. The summoned elementals can use 3 actions each round and can use reactions, unlike most summoned creatures.
Reset The trap resets each day at dawn.
AoE1, page 50.
HAZARD 5
Stealth +11 (trained)
Description A summoning circle inlaid into the room's floor detects living creatures and summons a violent devil.
Disable DC 18 Perception to notice the trap's magic and avoid stepping on the floor outside the circle, followed by DC 21 Thievery (trained) to break the circle or dispel magic (3rd level; counteract DC 23) to counteract the rune.
Summon Devil (arcane, conjuration, summon) Trigger A living creature steps on any part of the floor not enclosed by the summoning circle; Effect One round after a creature touches the triggering area, the door to the room slams shut and locks (two DC 20 Thievery checks to pick) and a barbazu devil appears in the summoning circle. The devil rolls initiative and remains for 3d6 rounds, after which the spell ends and the devil disappears. The devil also disappears if someone disables the trap before the duration expires. The summoned devil can use 3 actions each round and can use reactions, unlike most summoned creatures.
Reset The trap resets each day at dawn.
AoE1, page 51.
HAZARD 1
Stealth +7 (trained)
Description A cloud of invisible magical sensors in a 10-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned.
Disable Acrobatics DC 15 to approach without triggering the trap followed by Thievery DC 17 (trained) to erase the rune, or dispel magic (1st level; counteract DC 15) to counteract the rune.
Summon Monster (arcane, conjuration, summon) Trigger A creature enters the cloud of magical sensors. Effect This trap summons a specific level 1 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.
Reset The trap resets each day at dawn.
Core Rulebook, page 526.
HAZARD 14
Stealth +30 (master)
Description Six statues rapidly slide around the room on rollers, slowing down intruders and striking at them with spring-loaded sword arms.
Disable DC 34 Thievery (master) to disable a specific statue's rollers, or DC 39 Thievery (master) on the control panel in A4 deactivates the whole trap. For each statue disabled, the trap loses 1 action from its routine and the DC for its predictive impediment ability decreases by 4. Dispel magic (7th level, counteract DC 32) doesn't harm the statues but removes the predictive impediment ability. Breaking the control panel prevents the trap from resetting.
AC 34; Fort +20, Ref +28
Statue Hardness 22, Statue HP 96 (BT 48); HP 20 (BT 10)
Animated Statues Trigger A creature enters a square adjacent to a statue; Effect The trap makes a statue shortsword Strike against the triggering creature, activates its predictive impediment ability, and then rolls initiative.
Predictive Impediment (arcane, divination) The statues continually slide around to bump into creatures and block their passage through the room. The first time on its turn that a creature attempts to move within the room, it must succeed at a DC 36 Reflex save or treat the entire room as difficult terrain for 1 round. On a critical failure, the creature is also knocked prone.
Routine (6 actions) On the trap's initiative, each functioning statue slides up to 40 feet around the room and makes a statue shortsword Strike against an adjacent creature. The trap doesn't take a multiple attack penalty, and the statues' movements don't trigger reactions.
Melee statue shortsword +28, Damage 2d10+10 slashing; no multiple attack penalty
Reset The trap deactivates and resets one minute after the room is empty.
AoE4, page 9.
HAZARD 18
Stealth DC 10
Description Faloufalud's tail sweeps forth, causing an arc of devastation in a 60-foot cone.
Disable DC 45 Performance (legendary) or DC 48 Deception (legendary) to momentarily divert Faloufalud's attention.
Tail Swat Trigger A creature takes a hostile action against Faloufalud, produces a visible area effect, or flies within 120 feet of Faloufalud; Effect Creatures in the area must succeed at a DC 40 Reflex save or take 6d10+28 bludgeoning damage. Critical Success The creature is unaffected.Success The creature takes half damage and is pushed 20 feet away. If flying, it descends 20 feet.Failure The creature takes full damage, is pushed 40 feet, and descends 60 feet (if flying) or is knocked prone.Critical Failure The creature takes double damage, is pushed 60 feet away, descends 120 feet (if flying) or is knocked prone, and is stunned 2.
Reset Faloufalud doesn't swat his tail again for 1d4 rounds.