Gravehall Trap
Level 4Hazard (Complex)HazardMediumLegacy
AC
20
HP
60 (BT 30)
Speed
0 ft.
Perception
+0
Fort
+15
Ref
+8
Will
+14
Stealth DC
12
Immunities mental, poison
Weaknesses vitality 10
Recall Knowledge DC 19 (arcana)
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 Paralyz
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.
When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.