General Hazards | Adventure-Specific Hazards

Scythe BladesHazard 4

Source Core Rulebook pg. 523 2.0
Complexity Simple
Stealth DC 23 (trained)
Description Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.
Disable Thievery DC 21 (trained) to disable each blade
AC 21, Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, object immunities, precision damage
Falling Scythes ReactionReaction (attack); Trigger The trip wire is pulled or severed. Effect Both blades swing down, each one attacking all creatures under the ceiling grooves.
Melee scythe +17 (deadly 1d12), Damage 2d12+4 slashing; no multiple attack penalty
Reset The trap resets after 15 minutes.