Silence the Sentry (CR 2)

The doors and windows to this room are locked.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity (alarm); Reset none


Anyone entering the room will not be able to call out when whatever bad stuff befalls them. Silence the Sentry (DC 16 Will Save or target is unable to make a loud noise, those further then 15′ away will be unable to hear anything they say. The effect lasts for one round)

Categories: CR2, Pathfinder | Tags: | Leave a comment

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