Lodestone Trap

Level 2Hazard (Complex)
HazardUniqueMediumLegacy
AC
18
HP
30 (BT 15)
Speed
0 ft.
Perception
+0
Fort
+11
Ref
+5
Will
+0
Stealth DC
-2
Immunities critical-hits, precision
Recall Knowledge DC 26 (arcana)

Abilities

Magneto-Electric Pulse

Trigger A single Medium or two or more Small creatures end their turn inside the room.

Effect A pulse of electricity discharges from the lodestone to strike all four doors, with smaller arcs of electricity lancing out to strike all creatures in the room. The south and east doors slam shut, while the north and west doors fly open, releasing two vargouilles into the room. All creatures in the room take 2d6 electricity damage (DC 18 reflex). The trap then rolls initiative.

Disable DC 18 thievery to unhook the pressure plates from the trap, or Dispel Magic (2nd rank, counteract DC 18) to counteract the trap

The magical lodestone discharges bolts of electricity that also magnetize metal in the room.