Orb Blast Trap
Level 18Hazard (Complex)HazardUniqueMediumLegacy
AC
42
HP
40 (BT 20)
Speed
0 ft.
Perception
+0
Fort
+27
Ref
+33
Will
+0
Stealth DC
35
Immunities critical-hits, precision
Resistances slashing 15
Recall Knowledge DC 48 (arcana)
Attacks
Melee Force Bolt +35, Damage 4d10+18 force
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.
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.
Five globes shoot bolts of force up and down the hall when a second creature reaches its midpoint.