Keystone Repulsion

Level 20Hazard (Complex)
HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
51
Recall Knowledge DC 40 (arcana)

Abilities

Repel

Trigger A creature damages or tampers with a keystone


Effect The triggering creature is moved back 10 feet by a wave of force. A successful DC 42 fortitude save reduces the distance moved to 5 feet. The trap then rolls initiative.

Disable DC 48 thievery (legendary) to remove each keystone or DC 48 occultism (legendary) to manipulate the magic to isolate each keystone

Four magic keystones repel creatures when one is damaged or tampered with.