Needling Stairs
Level 11Hazard (Complex)HazardMediumLegacy
AC
28
HP
25 (BT 12)
Speed
0 ft.
Perception
+0
Fort
+22
Ref
+19
Will
+0
Stealth DC
20
Immunities precision, critical-hits
Recall Knowledge DC 28 (arcana)
Attacks
Melee Poisoned Needle +24, Damage 2d6+8 piercing plus 1d6 bleed plus 4d6 poison
Abilities
First Step↺
Trigger A creature ends its movement on one of the stairs
Effect The trap makes a poisoned needle Strike against the triggering creature, then rolls initiative.
Bloody Feet
Trigger A creature moves onto an active step
Effect The trap makes a poisoned needle Strike against the triggering creature.
Disable DC 33 thievery (master) on each stair to disable its spring, or deactivate the switch in area C8 to deactivate the whole trap. Cutting the wire on the topmost stair ([[/act disable-device dc=35]]) that connects the staircase to the control switch prevents the control switch from turning the trap on or off.
This staircase has springs in each step, which send poisoned needles shooting up through tiny holes in the wood when stepped on. Each step, 6 in total, takes up one 5-foot square.