Rusty Spike Launcher

Level 3Hazard
HazardUncommonMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
10
Recall Knowledge DC 20 (arcana)

Abilities

Launch Spikes

Trigger a creature opens the door without uttering a prayer to Xar-Azmak first


Effect A mass of rusty spikes appears in the open doorway and then fire into area E1 . The rusty spikes curve through the air to seek targets—all creatures in area E1 must attempt a DC 20 reflex save.


Critical Success The creature avoids the spikes and takes no damage.

Success A spike grazes the creature, inflicting 2d10 piercing damage.

Failure A spike impales the creature, inflicting (2d10+13) pier

Tetanusinteraction

An infection introduced through open wounds, tetanus can produce stiffness, muscle spasms strong enough to break bones, and ultimately death.

Saving Throw DC 14 fortitude

Onset 10 days

Stage 1 Clumsy 1 (1 week)

Stage 2 Clumsy 2 and can't speak (1 day)

Stage 3 Paralyzed with spasms (1 day)

Stage 4 death

Disable DC 20 thievery to decouple the triggering rods that cause the spikes to extend, or Dispel Magic (2nd rank; counteract DC 18) to counteract the trap

As the large rusty door swings open, a mass of rusty spikes appear out of nowhere in the open doorway and launch violently into the room.