Maze of Mirrors

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

Attacks

Melee Spectral Gore +21/+16/+11
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 better than the result of its roll when attempting this check (failure to success, for example). --- Critical Success The target escapes the maze. Success The target is on the right path to the exit. If the target was already on the right path, it escapes the maze. Failure The target makes no progress toward escape. Critical Failure The target makes no progress toward escape, and if it was on the right path, it no longer is.

Description

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