Handy Wires (CR 1)

Several small statues of hands point down the hall.

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

Trigger proximity; Reset none


Small wires run across the hall, hidden in the cracks between tiles on the floor. When a target passes a hand, it raises the next wire by 1 foot. Moving characters must make a DC 15 Reflex save to avoid tripping over the wire. Those moving through the wired area after the fact must make a DC 15 Acrobatics check every 5 feet or fall prone.

Mage Hand

Categories: CR1, Pathfinder | Tags: | Leave a comment

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