Disarming Dummy
Level 1HazardHazardLargeRemaster
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.