Flying Guillotine

Level 5Hazard (Complex)
HazardMediumLegacy
AC
23
HP
52 (BT 26)
Speed
0 ft.
Perception
+0
Fort
+9
Ref
+17
Will
+0
Stealth DC
10
Immunities precision, critical-hits
Recall Knowledge DC 20 (arcana)

Attacks

Melee Guillotine Blade +15, 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 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

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.

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.