Life Magnet

Level 7Hazard (Complex)
HazardMediumLegacy
AC
28
HP
50 (BT 25)
Speed
0 ft.
Perception
+0
Fort
+20
Ref
+18
Will
+0
Stealth DC
17
Immunities precision, critical-hits
Recall Knowledge DC 23 (arcana)

Abilities

Magnetize the Living

Trigger A creature touches any of the iron bars in this area or touches a creature already affected by the trap


Effect The magical panel hidden in the far corner of the chamber (either the western or the eastern corner, depending on which side of the room the creature was closest to when it triggered the trap) "magnetizes" the triggering creature and violently pulls it toward the corner, automatically dealing (2d10+10) bludgeoning damage to the creature.

The trap then rolls initiative i

Disable DC 29 thievery (expert) to deactivate the panel, or Dispel Magic (4th rank; counteract DC 22) to counteract the panel's magic

A magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.