Prism Ray Trap

Level 5Hazard (Complex)
HazardRareLargeRemaster
AC 22
HP 14 (BT 7)
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Rare
Complex Hazard
Stealth +16
Disable DC 23 thievery (expert) to disconnect one prism from the aeon stone matrix, or DC 21 arcana (trained) to disrupt one prism's magical energy, or Dispel Magic (3rd rank; counteract DC 23) to counteract one prism; four total successes are required to disable the trap.
Immunities critical hits, precision
Recall Knowledge arcana DC 25

Attacks

Ranged Energy Ray +15/+10/+5 (range 60 ft.)(versatile-cold)
Damage: 1d6+5 fire

Abilities

Opening Shotoffensive

Trigger A creature enters area A1 , and that creature isn't wearing a security badge and isn't in the custody of a creature wearing a security badge --- Effect All four prisms light up, shedding dim light in 15 feet. The trap makes one energy ray Strike against the triggering creature. The trap then rolls initiative.

Description

Four magical prisms integrated into an aeon stone matrix fire energy beams at intruders. The trap doesn't target creatures wearing security badges , or in the custody of a creature wearing a security badge .