Panic Room (CR 7)

The inside of the door to the study has 2 locks.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none


If the locks aren’t activated correctly, the target becomes encased in ice, then teleported. Panic Room (DC 24 Will Save or target becomes encased in ice for 1d4 rounds, then teleported to a small chamber buried 50 feet below the study in the ground. The ice has hardness 0, and is 11 inches thick and has 33hp. The target is paralyzed while in the ice. Before teleportation, the ice and target begin to fade. If the ice is destroyed before the teleportation happens, the teleport is cancelled.)

Categories: CR7, Pathfinder | Tags: | Leave a comment

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