CR10

The Hourglass (CR 10)



A spent hourglass, made of gold, sits on a table in the middle of runes.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

An invisible demon has been trapped in this room, paralyzed for eternity. However, if the hourglass is moved from the runes, it is freed from it’s imprisonment and seeks revenge on mortals.

Freedom

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Enerving Stairs/Draining Stairs (CR 5/10)



Stairs descend into the darkness.

Type: magical; Perception DC 29/34; Disable Device DC 29/34

Trigger location; Reset none

Effect

The stairs go down 4 levels. For each level descended, 1 hour later, the subject gains negative levels. Stairs (+6/+13 ranged touch causes target to gain 1/2 temporary negative levels per level desended. The levels are regained after 7 hours in the case of ennerving stairs. In the case of draining stairs, target must make a DC 28 Will Save or negative levels become permanent.)

Enervation/Energy Drain

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Elementals, My Dear Watson (CR 10)



A large magnifying glass is near one side of the room. Light shines from behind it, going through it, where it is focused onto a small area on the far wall which smolders.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

The magnifying glass itself is capable of creating a beam of light that deals 2d4 fire damage if placed in front of a natural light source, or 4d4 fire damage if placed in front of magical light source. However, if the beam in this room is disturbed, either by walking through the beam (which causes 4d4 fire damage) or taking it, the spot on the wall stops smoldering, and grows 1 round later into a large hole, then water elementals begin to appear. Elementals (2d4 Large Water Elementals, 1d4 Huge Water Elementals and 1 Greater Water Elemental issue forth from the hole to attack the party)

Elemental Swarm

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What a Handshake (CR 10)



A featureless stone door seems to be the only entrance to the temple. A statue next to it offers his hand in a handshake.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset 1 hour

Effect

The door can only be opened by disarming or triggering the trap and surviving. If the target shakes the statue’s hand and survives, the door opens. It also opens if the trap is disabled. But it resets in an hour and must be encountered again to open the door. Handshake (+31 vs. CMD or target is grappled, taking 2d6+12 points of damage on each successful grapple check. The trap’s CMD is 41. The effect ends if the statue fails to grapple)

Crushing Hand

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Astral Guillotine Closet (CR 10)



The closet is full of treasure.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

If the target disturbs the treasure, they are projected into the astral plane, while an incorporeal guillotine severs the silver cord. Guillotine (DC 27 Will save or target is projected into astral plane and then killed)

Astral Projection

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That Sarcophagus Trap That Kills You, Clones You and Gates You… Yeah, That One (CR 10)



A great sarcophagus is in the center of the room.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

When the sarcophagus is opened, an exact duplicate of the opener is laying in the sarcophagus. Then the opener is killed, and the soul goes to the clone, which is then gated to a remote, unknown plane. That One (DC 28 Fortitude Save or target dies and become the clone, which is then gated away, leaving the remains inert and unable to be healed or resurrected)

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TPK (CR 10)



A large round table is in the room. It is filled with bottles of wine and beer, and lots of food.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

If a target approaches the table, it triggers the trap. TPK (DC 27 Will Save or targets turn on the nearest conscious creature and attack. The effect lasts for 17 rounds, and persists even if the target leaves the area); multiple targets (all targets within 60′)

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Broken Heart (CR 10)



A ring case sits on the table.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the case is opened, the target’s aorta tears. Broken Heart (DC 28 Fortitude save or target immediately drops to -1 HP and gains the dying condition)

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Anti-Magic Strobe Bridge (CR 10)



A bridge crosses a 100 foot deep chasm, while a disco-style strobe light hangs down over the middle of the bridge.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger proximity; Reset none

Effect

The bridge is 110 feet long and alternates with 10′ sections of stone and 10′ sections of force, starting with stone, alternating with force, and ending with stone. The strobe light makes a complete cycle in 1 round, emitting an anti-magic ray as it does so. Any target caught in the anti-magic ray not only has any magical effect temporarily nullified for 1 round, but the sections of the bridge made from force also disappear. To avoid falling, the target must make a DC 27 Reflex Save while crossing the bridge, or specifically jump from stone to stone, which requires a DC 27 Perception check, followed by a DC 15 Jump check for each jump. Falling causes 10d6 damage.

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Vulnerable Room (CR 10)



The door is sealed with the seal of the Duke.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

If the seal is broken, it causes everyone to become vulnerable. Seal (target is at -4 penalty to saving throws and spell resistance, and all DR and energy resistance reduced by 10 for 3 hours); multiple targets (all targets within 60′)

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