Magic Starknives Trap

Level 5Hazard (Complex)
HazardMediumLegacy
AC 22
HP 14 (BT 7)
Speed 0 ft.
Fort +15
Ref +9
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +12
Disable DC 21 thievery (expert) or Dispel Magic on any four of the six pillars disables the entire trap (the trap is a 2nd-rank spell and the DC to dispel it is 21). Destroying any four of the six pillars also disables the trap.
Immunities critical hits
Recall Knowledge arcana DC 20

Attacks

Ranged Magical Starknife +15/+11/+7 (range 40 ft.)(agile, deadly d6, magical)
Damage: 1d4+3 force

Abilities

Starknife Attack

If a creature passes the middle pair of pillars, both doors leading out of the room slam shut and lock; while the trap is active, the doors must be battered open with a successful DC 23 athletics check or sufficient damage (Hardness 12; HP 48 [BT 24]). One of the starknife carvings glows with light, detaches from the pillar, and then flies outward, making a magical starknife Ranged Strike against a random creature within range. The trap then rolls initiative with its Stealth modifier of +12

Description

Starknife symbols on the six pillars glow and shoot across the room.