Disarming Dummy
Level 1HazardHazardLargeRemaster
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.