Prism Ray Trap

Level 5Hazard (Complex)
HazardRareLargeRemaster
AC
22
HP
14 (BT 7)
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
16
Immunities critical-hits, precision
Recall Knowledge DC 25 (arcana)

Attacks

Ranged Energy Ray +15 (versatile-cold), Damage 1d6+5 fire

Abilities

Opening Shot

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.

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.

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 .