Pendulum Pit

Level 20Hazard (Complex)
HazardMediumLegacy
AC
10
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
36
Recall Knowledge DC 40 (arcana)

Attacks

Melee Pendulum Blade +38 (fatal-d12, force, magical), Damage 4d10+22 force plus pendulum shove

Abilities

Locking Room

Trigger A creature disturbs any of the platforms, or anything falls into the pit


Effect The room rotates 45 degrees, closing off the room by shifting its exits to face bare walls. A pendulum of force swings across the platform with the armor on it, knocking the armor into the pit and making a pendulum blade Strike against a creature on that platform (if any). The trap then rolls for initiative.

Pendulum Shove

A creature hit by a pendulum blade must succeed at a DC 44 reflex save or be moved 5 feet along the line of the pendulum's swing. This is forced movement.

Disable DC 48 arcana (legendary), DC 44 thievery (master), or Dispel Magic (9th rank; counteract DC 44) on a platform to deactivate its pendulum blade; once all five platforms have been deactivated, the trap is disabled and the room rotates back into position along the exits. DC 48 thievery (legendary) from any blocked exit to activate the rotating mechanism and rotate the room back into position before the trap has been disabled.

Several swinging pendulums of force cleave through the room across the platforms, knocking people into the pit.