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General Hazards | Adventure-Specific Hazards

Hammer of ForbiddanceHazard 11

Source Core Rulebook pg. 525 2.0
Complexity Simple
Stealth DC 30 (expert)
Description An enormous hammer at an edifice’s entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further.
Disable Thievery DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging
AC 32, Fort +24, Ref +15
Hammer Hardness 22, Hammer HP 88 (44); Joint Hardness 16, Joint HP 64 (BT 32); Immunities critical hits, object immunities, precision damage
Forbid Entry ReactionReaction (abjuration, attack, divine); Trigger A creature attempts to enter through the entrance. Effect The hammer swings down, making an attack against the triggering creature.
Melee hammer +28, Damage 6d8+20 bludgeoning plus the target is knocked back 10 feet and must succeed at a DC 30 Will save or be unable to enter the edifice through any entrance for 24 hours (on a critical hit, the target automatically fails the Will save); no multiple attack penalty
Reset The trap resets over the course of the round, and is ready to swing again 1 round later.