Ancient Summoning Rune
Level 1Hazard (Complex)HazardUncommonMediumLegacy
AC 16
HP 24 (BT 12)
Speed 0 ft.
Fort +10
Ref +2
Will +0
Perc +0
Size Medium
Uncommon
Complex Hazard
Stealth +7
Disable DC 15 acrobatics to approach without triggering the trap followed by DC 17 thievery (trained) to erase the rune, or DC 19 athletics to remove enough stones from the pillar to disrupt the magic, or Dispel Magic (1st rank; counteract DC 15) to counteract the rune.
Immunities critical hits, precision
Recall Knowledge arcana DC 17
Abilities
Summon Weak Monster↺
Trigger A creature enters the cloud of magical sensors --- Effect The trap summons one of the creatures previously encountered in area B with the weak adjustment. The creature rolls initiative and remains for 7 rounds, after which the spell ends and the creature disappears. The summoned creature also disappears if a creature disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures.
Description
A cloud of invisible magical sensors in a 10-foot radius surrounds the central column of the room.