CR10

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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Achilles’ Heal (CR 7)



A statue of a mighty warrior stands guard.

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

Trigger proximity; Reset none

Effect

Every 1d4+1 rounds, the statue channels positive energy to a random opponent. This heals 110hp of damage, and removes the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened and stunned. Raise the CR to 10 and the Perception/Disable Device checks to 34 to make this affect all opponents within 30′ of each other.

Heal, Mass Heal

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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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