Test of Tactics
Level 13HazardHazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
27
Recall Knowledge DC 31 (arcana)
Abilities
Conjure Daemon↺
Trigger A creature moves past the bend in the middle of the hall
Effect A pair of Derghodaemon rise up from the floor to the north and southeast near the stairs; the daemons roll for initiative using Stealth, and fight to the death but do not pursue foes out of this area.
Disable DC 37 thievery (expert) to remove a set of runes linked to one bound derghodaemon, or Dispel Magic (7th rank, counteract DC 31) to counteract the trap's magic.
Obscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.