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Button MashHazard 17

Legacy Content

Rare Complex Magical Mechanical Trap 
Source Pathfinder #186: Ghost King's Rage pg. 20
Complexity Complex
Stealth +24 (master)
Description The room floods with harmful effects by pressing a magic sigil on a console. Each sigil causes different results. There are six sigils on the console.
Disable DC 40 Arcana (master) to disenchant each sigil (can be done from either side of the reception desk), DC 43 Thievery (master) twice to disable the console (can only be done while behind the reception desk), or dispel magic (8th level; counteract DC 40) to counteract each sigil; prevent Noph from pressing the buttons by gaining access to the reception desk or other methods
AC 40, Fort +32, Ref +26
Console Hardness 28, Console HP 110 (BT 55); Immunities critical hits, object immunities, precision damage
Lockdown [reaction] (abjuration, force) Trigger Noph or another creature arms the trap by pressing a sigil on the console; Effect A barrier of force forms from floor to ceiling surrounding the reception desk. The DC to counteract this barrier with dispel magic is 43. The trap then rolls initiative.
Routine (2 actions) Noph frantically pecks and stomps on the console, using each action to press a random sigil. Roll 1d6 to determine which sigil Noph presses. Psychopomps are immune to the effects of these sigils.
  1. The area is flooded with holy light, dealing 3d12+19 positive damage to each creature in the area (DC 43 basic Reflex save).
  2. The area is flooded with unholy darkness, dealing 3d12+19 negative damage to each creature in the area (DC 43 basic Reflex save).
  3. The area is flooded with blue flames, dealing 3d10+19 fire damage to each creature in the area (DC 43 basic Reflex save). On a critical failure, a creature additionally takes 1d10 persistent fire damage.
  4. A comet streaks through the area, attacking the nearest creature to Noph with a comet Strike.
  5. Force tethers sprout from the floor, grasping at intruders. Each creature in the area is immobilized for 1 round unless they succeed at a DC 43 Fortitude save.
  6. Ghostly blue mist surrounds each psychopomp in the area, healing them 3d8+19 HP and granting them concealment for 1 round.
Ranged [one-action] comet +33, Damage 3d12+19 bludgeoning