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Summoning RuneHazard 5

Legacy Content

Complex Magical Trap 
Source Pathfinder #157: Devil at the Dreaming Palace pg. 51
Complexity Complex
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 [reaction] (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.