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Shocking MalfunctionHazard 7

Unique Complex Magical Mechanical Trap 
Source Pathfinder #215: To Blot Out the Sun pg. 66
Complexity Complex
Stealth + 17
Description The shadow beacon malfunctions, firing bolts of electricity across the battlefield.
Disable DC 25 Crafting or Thievery (master) to ground the device, or DC 25 Arcana, Nature, Occultism, or Religion (master) to safely vent the magical energy; three total successes in any combination to disable
Shockwave [reaction] (sonic) Trigger The fourth round of combat begins; Effect The shadow beacon malfunctions, releasing a shock wave of energy. All creatures within 100 feet of the shadow beacon must succeed at a DC 29 Reflex save or be knocked prone. Creatures who are flying are instead knocked down 15 feet on a failure, taking 1d10+5 bludgeoning damage and landing prone if they collide with a solid object during this movement. The trap then rolls initiative.
Routine (3 actions) The shadow beacon makes three electric bolt Strikes at random creatures within 100 feet. One of these Strikes targets either Deg or Nizca, and the other two target PCs. The trap loses 1 action for each successful disable.
Melee [one-action] electric bolt +22, Damage 2d10+9 electricity; no multiple attack penalty