CR5

Sleep Now (CR 5)


 

Several sarcophagi form a line in this room.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

All of the sarcophagi are dusty and empty; they can easily be opened. Sleep Now (If target dies, anyone trying to interact with its spirit, such as bringing back to life, speak with dead, etc, must make a CL check of 18 or the attempt will fail. Only remove curse or break enchantment can remove the effect permanently.)

Rest Eternal

 

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Resounding Blowback (CR 5)


 

Although marked and damaged, the wooden door still looks very sturdy.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset auto

Effect

This door is locked and stuck. It requires a DC 30 Disable Device check to unlock. Even after unlocking, the door will not open unless forced. The door has Hardness 5, 20 HP and a DC 23 Break check to open. If it is struck with an item of body, it fights back. Resounding Blowback (On a successful hit, the target takes 1d6 sonic damage, and must make a DC 21 Fortitude Save or be staggered for one round. On a miss, the target takes the above damage and is stunned for 1 round and deafened for 1d6 rounds)

Resounding Blow

 

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Put Your Money Where The Mouth Is (CR 5)


 

A mouth is carved into the stone door.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The mouth begins asking the target for money. Put Your Money Where the Mouth Is (If the target does put the asked amount of money into the mouth, 1d100 gp, the mouth begins to hurl insults at the target. Target takes 3d8 points of damage and is staggered for 1 round. A DC 21 Fortitude save halves the damage and negates the staggered effect. Half of the damage taken in sonic damage, and may be reduced by resistance.); multiple targets (all targets within 20′)

Rebuke

 

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Calling Card (CR 5)


 

Several small cards are in an open box that is on the door.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset auto

Effect

The cards appear to be not only calling cards, but also have phrases on them like, “Exchange for a free reading”, or “Exchange for free healing”. Calling Card (For each card the target has, whenever the card’s owner summons an eidolon, the card is consumed, and the eidolon comes in at full health, and with no temporary negative conditions.)

Purified Calling

 

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Cathedral (CR 5)


 

The nave of this cathedral is magnificent.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger location; Reset none

Effect

The opponents in this cathedral receive a +5 profane bonus to AC and saving throws, and DR 10/good vs. any target that they do not attack. Once they attack a target, the bonuses against that target go away.

Oath of Peace

 

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Temple of the Moon (CR 5)


 

Lunar symbols and treasures abound.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The trap is sprung if anything is disturbed. Temple of the Moon (DC 21 Will Save or target is dazed for 1 round while it drops everything and nails and teeth elongate. Then, for 7 rounds, the target acts as if under rage and confusion, attacking with its natural weapons. 2 claw attacks at 1d4 damage and 1 bite attack at 1d6, using BAB.)

Moonstruck

 

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Personal Cloud (CR 5)


 

A cloud covers a small chest.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

If the chest is touched, the cloud surrounds the target. Personal Cloud (DC 21 Will Save or target is encased in a constant and movable cloud that surrounds the target and moves with the target. Inside the cloud, the air is breathable, but stale. It insulates the target from inhaled diseases, spells and poisons. It also provides stable temperature and pressure. However, after 1 hour, the target must make a DC 21 Fortitude save every 10 minutes. On a failure, the target becomes fatigued. On a second failure, the target becomes exhausted. On a third failure the target becomes unconscious, and cannot be revived until the spell wears off in 8 hours)

Life Bubble

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Castling (CR 5)


 

A set of golden chess pieces is in a cabinet.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The next time combat happens, the possessor of the rook must make a DC 21 Will Save, or they will be swapped with an ally. If the possessor is a melee character, they will swap with a non-melee character and vice-versa. This swapping does not provoke an attack of opportunity.

King’s Castle

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Broken Music Box (CR 5)


 

Disjointed, plinky music comes from the next room.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The music box plays, and every now and then finishes in a grand finale, before it restarts. Broken Music Box (Every 1d4 rounds, the music box plays a finale and restarts. When the finale is played, a random opponent immediately gets to take a move or standard action of their choice)

Heroic Finale

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Ghostly Organ (CR 5)


 

An iron pot, seemingly full of gold, hangs over a cold campfire.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The organ begins to play a sorrowful dirge. Ghostly Organ (DC 21 Will Save or target’s non-magical attacks only do 50% damage for 7 rounds); multiple targets (all targets within 30 feet)

Ghostbane Dirge

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