Magnetic Spikes (CR 6)

Several large spikes are on the far wall across from the door.

Type: mechanical; Perception DC 24; Disable Device DC 23

Trigger touch; Reset repair


When the door is opened, the spikes become strongly magnetic. Spikes (+20 vs. CMD or target is pulled into spikes for 3d8 + 3 damage. Target takes 1d8 damage per round until freed, which requires a DC 30 Strength or Escape Artist check. The spikes will attack each round until the target is 30′ or more away); multiple targets (all targets within 30′)

Categories: CR6, Pathfinder | Tags: | Leave a comment

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