Keystone Trap

Level 7Hazard (Complex)
HazardUniqueMediumLegacy
AC
25
HP
50 (BT 25)
Speed
0 ft.
Perception
+0
Fort
+18
Ref
+12
Will
+0
Stealth DC
17
Immunities critical-hits, precision
Recall Knowledge DC 33 (arcana)

Attacks

Ranged Poison Dart Spray +18, Damage 4d4 piercing plus 1d8 poison

Abilities

Keystone

Keystone Hardness 15

Keystone HP 60 (BT 30)

Exposed Vault

Trigger The vault is exposed


Effect The vault makes a poison dart spray Strike at a random creature within 30 feet. The trap then rolls initiative.

Electrify

The metal vault crackles with electricity. In air, this would damage only creatures touching it; in water, the trap deals 2d8 electricity damage to all creatures in a 10-foot area (DC 25 fortitude).

Launch Darts

The vault fires a stream of poisoned darts. The trap attacks all creatures in a 30-foot area with its poison dart spray Strike; roll 1d8 to determine the line's direction. These Strikes don't have a multiple attack penalty.

Spin

The vault spins quickly for 1 round. While it Spins, checks to disable the trap have a -2 circumstance penalty, and it Launches Darts at all creatures within 30 feet of it, rather than in a line.

Disable DC 24 thievery (trained) to find and press hidden knobs in a specific order (three successes are required to disable the trap, which also opens it); DC 24 crafting (expert) to sabotage the vault's mechanisms, reducing its actions by 1 (when the trap's actions are reduced to 0, it is disabled)

A 5-foot-square metal vault covered with knobs lies concealed within a stone block. A lever on the stone block slides the vault into view. When the vault is exposed-whether it's slid out or whether the stone is smashed open-the trap activates.