Skulls of Fear and Flame

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

Attacks

Ranged Fire Beam +18/+13/+8 (range 25 ft.)(fire)
Damage: 4d8 fire

Abilities

Fearful Cryoffensive

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. Critical Failure As failure, but once the creature is no longer frightened, the previous minute of memories are erased—likely removing knowledge of the secret door at the top of the stairs in area E7a . All that remains are strange lingering fears about returning to the area.

Description

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.