Disarming Dummy

Level 1Hazard
HazardLargeRemaster
AC 18
HP 48 (BT 24)
Speed 0 ft.
Fort +14
Ref +8
Will +0
Perc +0
Size Large
Common
Stealth +13
Disable DC 18 thievery (trained) to jam the rotor or DC 25 athletics to knock the dummy over
Immunities critical hits, precision
Recall Knowledge arcana DC 15

Abilities

Hold On!offensive

Trigger A creature moves adjacent to the trap --- Effect The trap makes a single Athletics check with a +17 modifier to Disarm the creature.

Description

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