Summoning Rune (Cinder Rat)

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

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 Thievery 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 round and can use reactions, unlike most summoned creatures.

Description

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