Clockwork Arms

Level 15Hazard (Complex)
HazardMediumLegacy
AC
37
HP
50 (BT 25)
Speed
0 ft.
Perception
+0
Fort
+23
Ref
+26
Will
+0
Stealth DC
30
Immunities critical-hits, precision
Recall Knowledge DC 34 (arcana)

Attacks

Melee Claw +28, Damage 3d10+15 slashing plus 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.

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.

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