Rolling Stone Cylinder Trap

Level 6Hazard (Complex)
HazardUncommonMediumLegacy
AC
21
HP
58 (BT 29)
Speed
0 ft.
Perception
+0
Fort
+18
Ref
+11
Will
+0
Stealth DC
18
Immunities critical-hits, precision
Recall Knowledge DC 24 (arcana)

Abilities

Drop and Roll

A lever at the top of the south tower is pulled


Effect A thick column of stone drops from above the gate, then uses crushing roll. The rolling stone cylinder trap rolls initiative.

Speed 20 feet (west only)interaction
Crushing Roll

Requirements The rolling stone cylinder is not Immobilized


Effect The rolling stone cylinder trap moves its Speed west along the bridge. Creatures it moves past or lands on take 5d6 bludgeoning damage and are forced to move west to the first available space (DC 27 reflex). Creatures who critically succeed at the Reflex save are not damaged but are still moved west. If the rolling stone tries to move into a non-creature obstruction, such as a wall or barricade, it deals bludgeoning damage

Disable DC 25 thievery check to create a wedge to immobilize the column, DC 21 athletics check to immobilize the column until the end of the creature's next turn, a creature can Climb over an Immobilized column with a successful DC 18 athletics check.

A 10-foot-long, 5-foot-thick column of stone thuds to the ground, just in front of the bridge. It immediately starts to roll down the bridge, quickly picking up speed.