General Hazards | Adventure-Specific Hazards | Weather Hazards


Summoning RuneHazard 5

Legacy Content

Complex Magical Trap 
Source Pathfinder #157: Devil at the Dreaming Palace pg. 50
Complexity Complex
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 [reaction] (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.