Shocking Malfunction

Level 7Hazard (Complex)
HazardUniqueLargeRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Unique
Complex Hazard
Stealth +17
Disable DC 25 crafting or DC 25 thievery (master) to ground the device, or DC 25 arcana, DC 25 nature, DC 25 occultism, or DC 25 religion (master) to safely vent the magical energy; three total successes in any combination to disable Special Disabling the shocking malfunction does not disable the shadow beacon .
Recall Knowledge arcana DC 33

Attacks

Melee Electric Bolt +22/+17/+12
Damage: 2d10+9 electricity

Abilities

Shockwaveoffensive

Trigger The fourth round of combat begins --- Effect The shadow beacon malfunctions, releasing a shock wave of energy. All creatures within 100 feet of the shadow beacon must succeed at a DC 29 reflex save or be knocked Prone. Creatures who are flying are instead knocked down 15 feet on a failure, taking (1d10+5) bludgeoning damage and landing prone if they collide with a solid object during this movement. The trap then rolls initiative.

Description

The shadow beacon malfunctions, firing bolts of electricity across the battlefield.