Orb Blast Trap
Level 18Hazard (Complex)HazardUniqueMediumLegacy
AC 42
HP 40 (BT 20)
Speed 0 ft.
Fort +27
Ref +33
Will +0
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +35
Disable DC 48 thievery (master) to deactivate the trap entirely before it triggers, DC 45 thievery (expert) to deactivate one of the glimmering orbs after the trap rolls initiative, or Dispel Magic (9th rank; counteract DC 41) to deactivate the trap entirely.
Immunities critical hits, precision
Resistances slashing 15
Recall Knowledge arcana DC 48
Attacks
Abilities
Slam Doors↺
Trigger A second creature crosses a magical sensor at the midpoint of the hall. --- Effect The doors at either end of the hall slam shut and lock in place while the trap is active (the doors open automatically if the trap is disabled or destroyed). The doors (Hardness 14, HP 56 [28 BT]) can be Forced Open with a DC 40 athletics check, or via a DC 35 thievery check to Pick the Lock. The trap rolls initiative.
Description
Five globes shoot bolts of force up and down the hall when a second creature reaches its midpoint.