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General Hazards | Adventure-Specific Hazards

Gravehall TrapHazard 4

Source GM's Toolbox: Gravehall pg. 1
Complexity Complex
Stealth +12 (expert)
Description When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.
Disable Thievery DC 24 (expert) to disrupt the magical trigger before the hazard rolls initiative, or Religion DC 18 (trained) to overwhelm the area with positive energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed.
AC 20, Fort +15, Ref +8, Will +14
HP 60 (BT 30); Immunities mental, poison, Weaknesses positive 10
Lunging Dead ReactionReaction (divine, fear, incapacitation, mental, necromancy) Trigger A living creature crosses the midpoint of the tunnel; Effect The dead reach out from the walls and ceiling, moaning and spewing writhing maggots. Creatures in the room must attempt a DC 21 Will save. The trap then rolls initiative.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2. It can't reduce its frightened condition below 1 while in the trap's area.
Critical Failure As failure, and the target is paralyzed for 1 round.
Routine (1 action) Undead fists assail all creatures in the hall, dealing 4d6 bludgeoning damage. Creatures in the hall must attempt a DC 21 Reflex save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage, and its Speeds are reduced by 10 feet (to a minimum of 5 feet) for 1 round.
Critical Failure The target takes double damage and is immobilized for 1 round.