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.