Maze of Mirrors

Level 9Hazard (Complex)
HazardRareMediumLegacy
AC
28
HP
64 (BT 32)
Speed
0 ft.
Perception
+0
Fort
+29
Ref
+14
Will
+0
Stealth DC
18
Immunities critical-hits, precision
Recall Knowledge DC 31 (arcana)

Attacks

Melee Spectral Gore +21, Damage 2d8+8 mental

Abilities

The Maze Awakens

Trigger A creature enters the maze


Effect Creatures in the maze can't escape it except by use of teleportation magic or as described in Trapped in the Maze. The trap rolls initiative.

Trapped in the Maze

Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 perception or DC 26 survival check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can Aid this check. The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success b

Disable DC 26 thievery (expert) or Dispel Magic (5th rank; counteract DC 28) to stop the mirrors' shuffling; DC 28 occultism or DC 28 religion (expert) to dispel the minotaur

Invisible runes in the maze disorient those within it and cause its mirrored walls to shift about.