Foretold Ruin (1-2)

Level 1Hazard (Complex)
HazardMediumLegacy
AC
16
HP
24 (BT 12)
Speed
0 ft.
Perception
+0
Fort
+10
Ref
+4
Will
+0
Stealth DC
10
Immunities precision, critical-hits
Recall Knowledge DC 15 (arcana)

Abilities

Spite

Trigger A non-evil creature enters the room.


Effect The trap casts Phantom Pain on the creature, and then rolls initiative.

DC 17 will save

Disable DC 17 thievery (trained) to scratch out a pillar's runes, Dispel Magic (1st rank; counteract DC 15) to counteract a pillar's magic, or DC 18 athletics to push a pillar over. Disabling a pillar requires two actions. Disabling all four pillars or slaying Sezruth disables the trap

Daemonic curses slither and crawl through malevolent runes carved in four stone pillars. HP is per-pillar.