Disarming Dummy

Level 1Hazard
HazardLargeRemaster
AC
18
HP
48 (BT 24)
Speed
0 ft.
Perception
+0
Fort
+14
Ref
+8
Will
+0
Stealth DC
13
Immunities critical-hits, precision
Recall Knowledge DC 15 (arcana)

Abilities

Hold On!

Trigger A creature moves adjacent to the trap


Effect The trap makes a single Athletics check with a +17 modifier to Disarm the creature.

Disable DC 18 thievery (trained) to jam the rotor or DC 25 athletics to knock the dummy over

A leather strap on the dummy's mechanical arm swings around, knocking items out the hands of anyone adjacent.