Telekinetic Swarm Trap

Level 12Hazard (Complex)
HazardMediumLegacy
AC
33
HP
88 (BT 44)
Speed
0 ft.
Perception
+0
Fort
+24
Ref
+19
Will
+0
Stealth DC
24
Recall Knowledge DC 30 (arcana)

Attacks

Melee Objects +24, Damage 2d12+10 bludgeoning

Abilities

Agitate

Trigger A creature stays in the room for at least 6 seconds.


Effect Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the trap's targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target,

Disable DC 27 thievery (expert) to take apart a telekinetic cloud, DC 32 thievery (master) to disable each telekinetic decoration, or Dispel Magic (6th rank; counteract DC 30) to counteract each telekinetic decoration

Three innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack all creatures in the room.