Krooth Summoning Rune

Level 8Hazard (Complex)
HazardUncommonMediumLegacy
AC 0
HP 10 (BT 5)
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Uncommon
Complex Hazard
Stealth +14
Disable DC 24 acrobatics to approach without triggering the trap followed by DC 26 thievery (expert) to erase the rune, or Dispel Magic (4th rank; counteract DC 24) to counteract the rune.
Recall Knowledge arcana DC 26

Abilities

Summon Monster

Trigger A non-xulgath, non-demon creature that isn't carrying a religious symbol of Zevgavizeb crosses from the north part of the hall to the south part of the hall --- Effect The trap summons a Krooth. The krooth rolls initiative and remains for 2d6 rounds, after which the spell ends and the krooth disappears. The krooth also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the krooth can use 3 actions each round and can use reactions.

Description

The haze conceals a rune that summons a krooth in front of the door to area B10.