CR10

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

Rainbow Gold (CR 10)


 

A pot of gold sits at the end of a rainbow in a narrow ravine.

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

Trigger touch; Reset none

Effect

The ravine is narrow and limits mobility. Dex based checks and saves are at a -1 penalty. Movement is limited to normal speed and it requires a DC 15 Climb check to climb up or down the ravine walls. If the pot of gold, which contains 2,000gp is disturbed, black storm clouds roll in and thunder cracks. Rainbow Gold (DC 28 Fortitude Save or target is deafened for 1d4x10 minutes, Round 2, all targets take 1d6 damage from acid rain, Round 3, each target takes 10d6 electricity damage from a lightning bolt strike, DC 28 Reflex Save for half damage, Round 4, all targets take 5d6 bludgeoning damage from hailstones, and finally, in rounds 5-10, violent rain reduces all visibility to 5 feet, granting concealment (20% miss chance) to all creatures 5 feet away. Creatures farther away have a 50% miss chance and cannot be targeted by sight. Speed is reduced by 3/4, and all spells require a Concentration check with a DC of 28+spell level.); multiple targets (all targets within 360′ of gold)

Storm of Vengeance

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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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