CR6

Icy Lake (CR 6)


 

A chest seems frozen to the top of the lake.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

As the target approaches the chest, they suddenly double in height. Icy Lake (DC 21 Fortitude Save or target doubles in size and becomes 8 times heavier. This causes the target to fall through the ice. While in the icy water, target takes 2d6 cold damage per round. Due to the weight, the target cannot climb back onto the ice, but must break their way to shore. The target can swim under the ice and break through the ice near the shore by making a DC 30 Survival check each round to move in the right direction. Otherwise, target must make a DC 20 Swim check each round to either move 15′ under the ice, or move 5′ by breaking the ice. If the check fails, the target does not move and sinks 15′ Next round the target may use their swim movement to resurface)

Righteous Might

Categories: CR6, Pathfinder | Tags: | Leave a comment

Raised Coffin (CR 6)


 

An ornate coffin sits on a raised dais.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

If the coffin is opened, the skeleton gasps, “Why do you disturb my rest” and crumbles into dust. The target that opened the coffin, or nearest target, is cursed. The next opponent damaged by the target rises again after death, with 2 negative levels and all temporary conditions removed and fights again.

Raise Dead

Categories: CR6, Pathfinder | Tags: | Leave a comment

There is No Eye in Team (CR 6)


 

The chest is decorated with many eye symbols.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

Several eyes appear around the target. Eyes (1d4+9 small eyes briefly appear around the target, and then they scatter. An hour later, the eyes begin to return, one every hour. They relay horrific visions to the target. Each vision requires a DC 17 Will Save or the target takes 1d2 Will damage, on a successful save, the target is merely shaken for 1d4 rounds. The eyes, when returning can be spotted with a DC 28 Perception check. If spotted, they may be attacked. They have 1 HP and AC 18.)

Prying Eyes

Categories: CR6, Pathfinder | Tags: | Leave a comment

Rats! (CR 6)


 

Small furry creatures scurry around the door.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

If the door is opened, the creatures transform into 3d6 dire rats. The creatures still have the stats of mice and are mostly harmless, but look menacing.

Polymorph

Categories: CR6, Pathfinder | Tags: | Leave a comment

Mower (CR 6)


 

A large blade comes down from the ceiling, slowly chasing you.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The blade comes down 30′ in front of the party and moves 15′ per round. At the same time, all of the party is turned into clumps of grass. Mower (DC 22 Will Save or target becomes a clump of grass for 9 minutes. While being a clump of grass, that target gets +2 to Con and AC (natural armor) but can only move 5′ per round. The mower has reach 0 and is large. It attacks with +12 melee for 4d6 damage. It moves in a straight line and does not backtrack for 1 minute); multiple targets (all targets in area)

Plant Shape

Categories: CR6, Pathfinder | Tags: | Leave a comment

They Went That Away (CR 6)


 

The tunnels here are narrow and unstable, allowing only a single person to pass at a time.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

At the first fork, the targets see the first person down the right fork, beckoning them to follow. If they do, the tunnel collapses. Tunnel(DC 22 Will Save or target believes image. Once 10 feet in, the tunnel collapses, causing 10d6 damage and trapping the target. Each round the target suffers from suffocation until he can free himself, which requires a DC 22 Escape Artist or CMB check as a full round action. A DC 22 Reflex Save avoids the collapse)

Persistent Image

Categories: CR6, Pathfinder | Tags: | Leave a comment

The Gift That Keeps On Giving (CR 6)


 

A wooden chest sits in the back of the closet.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

The target is filled with fear and doubt. Gift (DC 22 Will Save or target gains a -1 penalty to attack rolls and saves vs. fear. This effect is permanent, and can only be removed with remove curse or similar)

Permanency

Categories: CR6, Pathfinder | Tags: | Leave a comment

Tunnel (CR 6)


 

A tunnel leads out from one of the walls into darkness.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The tunnel is 10′ deep and opens up into a large pool of acid. However, once a PC gets to the other side, the passageway disappears. Anyone in the tunnel is ejected into the pool of acid, where they take 1d4 damage per round, with no passageway out); multiple targets (all targets in passage)

Passwall

Categories: CR6, Pathfinder | Tags: | Leave a comment

Spell Dreams (CR 6)


 

The study is covered in a copious amount of books.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

One of the spellbooks is trapped. Spell Dreams (Everytime the target goes to sleep, they must make a DC 22 Will Save, or they will suffer from nightmares. This causes the target to become fatigued, unable to recover arcane spells for 24 hours and deals 1d10 damage. Only a remove curse or similar vs. CL 9 will remove this effect.)

Nightmare

Categories: CR6, Pathfinder | Tags: | Leave a comment

Just A Normal Looking Room (CR 6)


 

This ballroom has exquisite parquet floors and dangling chandeliers.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The room looks like an empty, elegant ballroom. In actuality, it is a room full of spiked pits. Room (DC 22 Will Save or target believes room is empty. For each 5′ of movement, there is a 25% chance that target steps into a pit. When this happens, the target gets to make a DC 22 Reflex Save, or he falls into a spiked pit, taking 1d6+3 piercing damage, and then must make a DC 22 Fortitude Save or falls unconscious for 1d4 + 1 hours due to poison on the spikes. Unless onlookers are actively watching target that falls, they may make a DC 15 Perception check to notice target falling into the floor. A successful check allows them to make a immediate DC 22 Will save to disbelieve the illusion again. Otherwise, they will not know what happened to the target); multiple targets (all targets in room)

Mirage Arcana

Categories: CR6, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.