Skulls of Fear and Flame

Level 7Hazard (Complex)
HazardUniqueMediumLegacy
AC
25
HP
10 (BT 5)
Speed
0 ft.
Perception
+0
Fort
+18
Ref
+12
Will
+0
Stealth DC
17
Immunities critical-hits, precision
Recall Knowledge DC 33 (arcana)

Attacks

Ranged Fire Beam +18 (fire), Damage 4d8 fire

Abilities

Fearful Cry

Trigger A creature walks into view of the skulls and is spotted by them


Effect The candles atop all six skulls flare to light and the skulls shriek out fearsome, mind-numbing howls. All creatures in area F6 , the stairs, or the eastern trough must attempt a DC 25 will save. The trap then rolls initiative.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2 and Fleeing as long as they remain frightened.

Critic

Disable DC 27 stealth to move through the room unseen by the skulls (this does not disable the trap but does prevent it from triggering), DC 27 thievery three times to "blind" an adjacent skull by deftly scraping hidden runes away from the inside of the eye sockets, or Dispel Magic (4th rank, counteract DC 25) to counteract the trap

A line of skulls adorned with black candles sit on the floor, and use darkvision to spot intruders. The red arrows on the map indicate the direction the skulls are looking.