Summoning Rune (Cinder Rat)

Level 5Hazard (Complex)
HazardMediumLegacy
AC
10
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
12
Recall Knowledge DC 20 (arcana)

Abilities

Summon Elementals

Trigger A living creature enters the room


Effect Two rounds after a creature enters the room, the room's door slams shut and locks (two checks to pick), and two Cinder Rat fire elementals emerge from the floor.

The elementals roll initiative and remain for 3d6 rounds, after which the spell ends and the creatures disappear. The elementals also disappear if someone disables the trap before the duration expires.

The summoned elementals can use 3 actions each rou

Disable DC 22 acrobatics (trained) to approach without triggering the trap, followed by DC 22 thievery (trained) to erase the rune or Dispel Magic (3rd rank; counteract DC 20) to counteract the rune

An invisible cloud of magical sensors detects living creatures in the room and summons fire elementals to slay the creatures.