Clockwork Arms

Level 15Hazard (Complex)
HazardMediumLegacy
AC 37
HP 50 (BT 25)
Speed 0 ft.
Fort +23
Ref +26
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +30
Disable DC 43 thievery (master) to jam and deactivate one of the arms or DC 46 athletics (legendary) to tear an arm off the machine.
Immunities critical hits, precision
Recall Knowledge arcana DC 34

Attacks

Melee Claw +28/+23/+18
Damage: 3d10+15 slashing
Effect: grab

Abilities

Arm Activation

Trigger The Rumormonger or the Inkmaster enters the room --- Effect The trap rolls initiative.

Open Hatch◆◆

The metal hatch opens and the arms deposit a grabbed Medium or smaller creature into the hole. The creature becomes caught in the gears (see Caught in Gears) for 1 round before emerging in area K5 . Reset Rewinding the gears for 1d4 minutes resets the trap.

Description

Four claw-tipped clockwork arms suspended from the ceiling pick up and deposit creatures into a nearby hatch.