CR10

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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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

Categories: CR10, CR5, Pathfinder | Tags: | Leave a comment

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