Shocking Malfunction
Level 7Hazard (Complex)HazardUniqueLargeRemaster
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
17
Recall Knowledge DC 33 (arcana)
Attacks
Melee Electric Bolt +22, Damage 2d10+9 electricity
Abilities
Shockwave↺
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.
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.
The shadow beacon malfunctions, firing bolts of electricity across the battlefield.