CR10

No Healz For You (CR 10)


 

Several glyphs are carved into the floor.

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

Trigger proximity; Reset none

Effect

When the trap is triggered (by being within 10′ of a glyph) everyone is briefly bathed in purple light. No Healz (DC 28 Will Save or target gains immunity to all healing spells. The total duration of the immunity is 180 minutes, divided evenly among targets that fail their save); multiple targets (all targets within 60′)

Spell Immunity

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Soul Heir (CR 10)


 

Under a pile of coins is the most magnificent black gem you’ve ever seen.

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

Trigger touch; Reset none

Effect

The trap is triggered by touching the gem. Soul Heir (DC 28 Fortitude Save or target is killed, and the soul is trapped in the gem. The soul cannot be returned by any means until either the gem is destroyed, or the spell is dispelled with a DC 29 dispel magic check. Either way, the target is still dead, and must be revived)

Soul Bind

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Out of Shape (CR 10)


 

The archway ahead has several icons painted on it of different creatures.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset Auto

Effect

Any target passing through the arch is affected. Out of Shape (Unless a DC 28 Will Save is made, for the next 3 hours, the target takes on a random shapechange as if affected by alter selfbeast shape IVelemental body IVform of the dragon IIIgiant form IIand plant shape III. The shape changes each round, and thus all strength or dexterity based rolls are at a -2 penalty, in addition to any penalties of bonuses supplied by the shape change)

Shapechange

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The Place is in Shambles (CR 10)


 

Vegetation has long ago overgrown this temple.

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

Trigger proximity; Reset none

Effect

Near the middle of the temple is an ancient relic room. If a target approaches, two shambling mounds rise out of the mounds of vegetation to attack.

Shambler

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The Future’s so Bright (CR 10)


 

The way ahead is very bright.

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

Trigger proximity; Reset none

Effect

The lighting here is very bright, and causes a -2 penalty to attack rolls, as well as a -10 penalty to perception checks. The brightness comes from flames spouting out of the walls and doorways ahead, leaving only a pathway clear to the right. However, the flames are not real. A DC 27 Will save will allow the target to ignore the 6d6 points of fire damage. However, once a flame-filled doorway has been passed through, the light tapers off and penalties are removed one round later. Should the target go to the right, they will become trapped in a maze. Even if the target makes a DC 27 Will Save to ignore the maze, there is an 80% chance they still get trapped. Each round, the target may make a DC 20 Intelligence check to escape, or wait for 10 minutes, when the maze disappears.

Shades

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No Place Like Home (CR 10)


 

Several idols hole out gold bowls full of coins to you, as if offering them to you.

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

Trigger touch; Reset none

Effect

If the targets take the bowls, they are then commanded to say a specific word. Home (DC 23 Will Save or target utters the command word for the bowl, which takes each target to the home of a very powerful wizard or cleric of at least 18th level who isn’t happy to see them); multiple targets (all targets taking bowls)

Refuge

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Password (CR 10)


 

A large mouth has been carved into the stone doorway.

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

Trigger proximity; Reset none

Effect

The mouth will ask for the password, which is “bandersnatch”. If not given, the mouth yells at anyone opening the door. Password (Target with 100hp or less is killed)

Power Word Kill

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Planetarium (CR 10)



As you enter this room, the ceiling is covered in an array of moving stars and planets. It all seems to be projected from a flawless, fantastic diamond set on a platform.

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

Trigger touch; Reset none

Effect

If the diamond is disturbed, it fires 4 meteors at the target. Planetarium (4 +22 ranged touch attack for 2d6 damage each, then, each target in a 40′ radius takes 4 4x6d6 fire damage, with 4 DC 27 Reflex Saves to reduce a 6d6 damage from a single sphere by half. Damage is applied together, so fire resistance or other damage reducing effects are applied to the aggregate damage); multiple targets (target, plus all targets in 40′ radius)

Meteor Swarm

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Unlocked Cell Door (CR 10)



The cell door swings shut behind you. It is covered in arcane writing.

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

Trigger touch; Reset open/shut

Effect

One the cell door closes, it activates. Anyone opening the cell door from the inside becomes entombed in a state of suspended animation in a sphere far beneath the surface of the ground as per the imprisonment spell below. The cell door has no locks on it, and opens easily. Imprisonment (DC 28 Will Save or target is imprisoned; trap resets when someone else enters the cell and the door is closed)

Imprisonment

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Potion Implosion (CR 10)



Several empty crystal potion bottles sit on a shelf.

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

Trigger touch; Reset none

Effect

Each bottle has a single charge that is expended when anyone within 60′ imbibes a potion. The potion has the intended effect, but also causes the target to collapse in on itself for a single round. Potion Implosion (DC 28 Fortitude Save or target takes 180 hp of damage)

Implosion

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