CR10

Squirt Gun (CR 10)


 

A ladder leads up to the surface from the sewers

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

Trigger location; Reset none

Effect

The ladder leads up a 40′ tube. When a creature is withing 5′ of the top, a huge wave forms at the bottom, and shoots up the ladder. Squirt Gun (8d6 bludgeoning damage, DC 27 Fortitude Save for half damage, In addition, the wave attacks with a +30 CMB attack. A successful attack knocks the target prone and carries them with the wave. Each round, carried creatures can make a Swim check or CMD check against the CMB check. If it fails, they travel 30 feet straight up, and take 6d6 damage. Otherwise, they escape. At the end of 5 rounds (150 ft) the wave disperses. The targets take appropriate falling damage. Escaped targets take appropriate falling damage from point of escape); multiple targets (all targets in tube, or within 10′ of opening at bottom of tube)

Tsunami

 

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Fuel for the Fire (CR 10)


 

A furnace, starved for oxygen, slowly burns.

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

Trigger proximity; Reset none

Effect

The furnace glows brighter as the party enters. Fuel for the Fire (Target must make a DC 28 Fortitude Save. On a save the target is staggered for one round. On a failure, the target begins to suffocate as the air is drawn from their lungs. Suffocating targets much make a save each round for 17 more rounds. On a successful save, nothing happens. On a failed save, the target goes from suffocating to 0 HP and is unconscious. The next failed save causes the target to go to -1 HP and begin dying. The next failed save cause the target to die. Also, the furnace initially does 1d6 fire damage per round, which is increased by 1d6 for each failed saving throw); multiple targets (all targets within 30′)

Suffocation

 

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Fire and Ice (CR 10)


 

A chest is half buried in ice on top of this glacier.

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

Trigger touch; Reset none

Effect

When the chest is opened, a huge gust of wind sweeps through the area, and sheets of ice peel off the side of the glacier. Fire and Ice (The target’s body is transformed into living flame, which causes the surface ice around the target to melt a little. While the target and equipment are immune to fire damage, and actually heal 1 pt per 3 pts of fire damage taken, they take 150% damage from cold. See spell below for other resistances and bonuses. However, for 18 minutes, each round everyone, including the target in a 60′ radius must make a DC 28 Reflex Save or fall prone and begin to slide down the ice towards the lake below. The fiery target dazzles all who see him, so those saves are at -1. While sliding, targets take 1d4 cold damage per round, and must make a DC 28 CMB attack to stop sliding. After 4 rounds of sliding, targets enter the water, where they take 2d6 cold damage each round. The original target also takes an additional 2d6 damage from water.)

Fiery Body

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Crystal Shield (CR 10)


 

Nestled between the sides of two small mountains is a crystal shield that gleams brightly, even though not directly touched by sunlight.

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

Trigger touch; Reset none

Effect

If the shield is touched (it’s worth quite a bit) the two small mountains crash together, shattering the shield into small, worthless shards, and of course, whoever touched it. Crystal Shield (+13 ranged touch attack for 20d6 of bludgeoning damage and target is knocked prone. A DC 28 Reflex Save is required, or the target will also be buried in rubble as if it were a cave-in. If the attack misses, the target takes 10d6 and is knocked prone, but a DC 28 Reflex save reduces the damage by half and the target is not knocked prone. Any target within 30′ also suffers from this “missed” attack)

Clashing Rocks

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Wishing Well (CR 10)


 

A small well is here, with a sign that says, “1 GP for one wish”.

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

Trigger touch; Reset none

Effect

If the target throws in a gold piece, it will grant a minor wish, like healing some HP, mending broken equipment, helping find someone or something, etc. However, later on, an an inopportune moment, when someone in the party expresses a wish, it will be granted exactly as worded.

Wish

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Mine! (CR 10)


 

A statue of a child is in the center of the room. In a palm, he holds a shiny ring.

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

Trigger touch; Reset none

Effect

If the ring is taken, the statue begins to wail. Mine! (After 1 round, if the ring is not put back, the wail becomes a terrible, soul-chilling scream. The wail does 180 total points of damage, starting with the closest creature and moving outwards for 40′. A DC 28 Fortitude Save negates the damage. Targets closest to statue take damage first, remaining damage is applied in order); multiple targets (all targets within 40′)

Wail of the Banshee

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Die and Let Live (CR 10)


 

A large sarcophagus dominates the chamber. The lid depicts as plate mail clad human brandishing a holy symbol to a long forgotten god.

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

Trigger touch; Reset none

Effect

Inside the sarcophagus is the dusty remains of a long dead war cleric. The gleaming armor, shield, mace and holy symbol are intact. If any of it is disturbed, the cleric (20th level cleric) comes to life and fights the party. He has full abilities, spells and hit points.

True Resurrection

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The Dungeon That Time Remembered (CR 10)


 

A chest full of jeweled, arcane items is in the middle of the room.

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

Trigger touch; Reset none

Effect

If the target touches any of the items, time stops for 1d4+1 rounds. During this time, the owner collects the items and runs away, placing them in another chest where the same thing happens. If the owner has time, he may lock doors and/or place obstacles in the way.

Time Stop

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Pet Statue (CR 2-10)


 

A display case boasts several small jade animal statues.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger ; Reset none

Effect

There are 9 statues, and each one corresponds to a random ally, with each one corresponding to CR 2-10. The statue will animate and attack for the target, but will only attack targets that are not immediately hostile. In order to get rid of the statue, a Dispel magic with a DC 11-21 must be made, or remove curse, wish, or limited wish.

Summon Nature’s Ally

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

Rope Pull (CR 2-10)


 

The door has a rope pull attached to a bell.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger touch; Reset none

Effect

When the rope is pulled, a random monster guardian is summoned that fights the target. The monster is based on the CR of the trap, and uses the summon monster tables.

Summon Monster

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

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