Spinning Blade Pillar

Level 4Hazard (Complex)
HazardMediumRemaster
AC
21
HP
48 (BT 24)
Speed
0 ft.
Perception
+0
Fort
+10
Ref
+12
Will
+0
Stealth DC
11
Immunities critical-hits, precision
Recall Knowledge DC 19 (arcana)

Attacks

Melee Spinning Blade +12, Damage 2d10+5 slashing

Abilities

Rising Pillar

Trigger A creature steps on one of the trapped floor tiles


Effect The trap pops up in a grid intersection and makes a spinning blade Strike against one adjacent creature (if any), then rolls initiative.

Speed

10 feet

Disable DC 21 thievery (trained) twice on the pillar, or DC 19 thievery (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically.

A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden control panel within 30 feet.