Trapped Gate

Level 1Hazard
HazardMediumRemaster
AC
16
HP
20 (BT 10)
Speed
0 ft.
Perception
+0
Fort
+10
Ref
+2
Will
+0
Stealth DC
7
Immunities critical-hits, precision
Recall Knowledge DC 15 (arcana)

Abilities

Impale Trespasser

Trigger A creature attempts to open the gate


Effect A loud alarm rings and set of wooden spikes swings up from below and over the gate, dealing 3d8 piercing damage to the triggering creature (DC 17 reflex save). If the creature takes damage from the spikes, they also become Grabbed by the gate. The creature can attempt to . If the creature succeeded at their basic Reflex save, they gain a +1 circumstance bonus to their checks to Escape, as the spikes didn't fully impal

Disable DC 15 thievery (trained) to disable the thin trigger that snaps when attempting to open the gate.

A hair trigger rings an alarm and launches a small assortment of wooden spikes to impale anyone attempting to open the gate incorrectly.