Spinning Room (CR 4)



The room is a large cylinder.

Type: mechanical; Perception DC 24; Disable Device 22

Trigger location; Reset Repair

Effect

When someone gets within 10′ of the opposite door, the room begins to rotate quickly, and spikes protrude from the walls. Spinning Room (Each round, target must make a DC 16 Acrobatics check or be thrown against the wall. If the save is made, each successive round’s DC is at +2. When thrown against the wall, the target takes 1d6 damage, and an additional 3d6 damage if a +12 melee attack succeeds); multiple targets (all targets in room) The room spins for 1d6+1 rounds.

Categories: CR4, Pathfinder | Tags: | Leave a comment

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