Flying Guillotine

Level 5Hazard (Complex)
HazardMediumLegacy
AC 23
HP 52 (BT 26)
Speed 0 ft.
Fort +9
Ref +17
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +10
Disable DC 20 thievery (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or Dispel Magic (3rd rank; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant.
Immunities precision, critical hits
Recall Knowledge arcana DC 20

Attacks

Melee Guillotine Blade +15/+10/+5
Damage: 2d8+7 slashing

Abilities

Flying Blade

Trigger A living creature enters the room --- Effect One round after a creature enters the room, the door to the room slams shut and locks (two Thievery checks to pick), and the guillotine blade detaches from its housing and begins flying around the room as the trap rolls initiative.

Speed

fly 20 feet

Description

An invisible magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and attack.