Gravehall Trap
Level 4Hazard (Complex)HazardMediumLegacy
AC 20
HP 60 (BT 30)
Speed 0 ft.
Fort +15
Ref +8
Will +14
Perc +0
Size Medium
Common
Complex Hazard
Stealth +12
Disable DC 24 thievery (expert) to disrupt the magical trigger before the hazard rolls initiative, or DC 18 religion (trained) to overwhelm the area with vitality energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed.
Recall Knowledge arcana DC 19
Abilities
Lunging Dead↺
Trigger A living creature crosses the midpoint of the tunnel --- Effect The dead reach out from the walls and ceiling, moaning and spewing writhing maggots. Creatures in the room must attempt a DC 21 will save. The trap then rolls initiative. --- Critical Success The target is unaffected. Success The target is Frightened Failure The target is Frightened 2. It can't reduce its frightened condition below 1 while in the trap's area. Critical Failure As failure, and the target is Paralyzed for 1 round.
Description
When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.