Summoning Rune (PFS 1-11)

Level 1Hazard (Complex)
HazardMediumLegacy
AC 10
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +7
Disable DC 15 acrobatics to approach without triggering the trap followed by DC 17 thievery (trained) to erase the rune, or Dispel Magic (1st rank; counteract DC 15) to counteract the rune
Recall Knowledge arcana DC 15

Abilities

Summon Monster

Trigger A creature enters the cloud of magical sensors. --- Effect This trap summons a specific level 1 creature, determined when the trap is created. The squares above the yellow runes summon a Fire Mephit, while the squares above the blue runes summon an Imp. The creature rolls initiative and remains for 2d6 rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures.

Description

A cloud of invisible magical sensors covers four squares on the map. One of these hazards is in the squares directly above each of the four yellow runes on the map, and the other is in the squares directly above each of the four blue runes on the map.

Traits