Magic Starknives Trap

Level 5Hazard (Complex)
HazardMediumLegacy
AC
22
HP
14 (BT 7)
Speed
0 ft.
Perception
+0
Fort
+15
Ref
+9
Will
+0
Stealth DC
12
Immunities critical-hits
Recall Knowledge DC 20 (arcana)

Attacks

Ranged Magical Starknife +15 (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

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.

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