CR8

Idol of the Blasphemer (CR 8)



A golden idol of a twisted, evil god sits on a pedestal.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

If the idol is disturbed, is blasphemes against the targets. Idol (DC 24 Will Save or targets within 40′ suffer the effects of the blasphemy spell. The CL of the spell is 11)

Blashpemy

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Otherworldly Room (CR 8)



As you step into the room, you feel an eerie sensation, as if you’ve been transported through time or space.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

While in this room, the targets are attacked by a native denizen of the plane. When the attack starts, the targets are banished. Banish (DC 24 Will Save or target is sent back to their home plane, outside of the room, unable to re-enter); multiple targets (all targets in room)

Banishment

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Potted Plants (CR 8)



Several potted plants sit on high shelves.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

13 of the potted plants animate, and jump down from the shelves to shatter upon the heads of the targets. This is an attack, use the statistics for a small animated object, but the damage is 1d8 for the initial attack. The plants continue to attack for 13 rounds after jumping.

Animate Plants

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Unbreakable Lock (CR 6)



A chest is securely locked with a hefty iron padlock.

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

Trigger touch; Reset auto

Effect

If the lock is broken (Hardness 10, 10 hp, break DC 28) instead of unlocked (DC 40 Disable Device check or key) the lock immediately repairs itself.

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Quiet Door (CR 3)



The door is made of thick wood.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

If the target listens at the door, he becomes deaf. Quiet Door (DC 18 Fortitude Save or target is permanently deafened)

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Repelling Ledge (CR 9)



A door is in the wall on the side of this small ledge.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

When the door is opened, metal objects are repelled away from the wall. Repelling Ledge (Creatures in metal armor, and metal weapons are repelled away from the wall for 60′ at the rate of 40′ per round, off the ledge where they fall 100 feet for 10d6 damage. Those that are holding onto metal object are dragged with them, unless they drop them. Objects dropped are pushed off and land 100 feet down. Effect lasts for 15 rounds); multiple targets (all targets within 60′ of wall)

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Gold Biscuits (CR 3)



The pantry doors are locked.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

If the doors are opened, 15 lbs of coins on the target turns into bland, edible biscuits, the same size as the original coins. Gold Biscuits (DC 18 Will Save or up to 750 coins turn into a bland, edible substance, losing their value)

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Safe Ceiling (CR 8)



A trap door is in the ceiling; it pulls down to open.

Type: mechanical; Perception DC 22; Disable Device DC 28

Trigger touch; Reset none

Effect

A large safe is on the trap door. When the door is opened, the safe falls down. Safe (DC 21 Reflex Save or take 10d6 damage, be knocked prone, and gain the stunned condition for 1d4 rounds)

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Loose Rocks (CR 8)



The ceiling of the cavern cannot be seen.

Type: mechanical; Perception DC 24; Disable Device DC –

Trigger proximity; Reset none

Effect

Any loud noises in here (or other vibration causing activities) dislodge rocks on the cavern ceiling, 200 ft above. Loose Rocks (DC 22 Reflex Save or take 6d6 damage); multiple targets (all targets in cavern)

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Holy Statue (CR 2)



A small golden statue is on the table.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger touch; Reset none

Effect

Anyone that picks up the statue takes damage. Holy Statue (1d6 damage, DC 16 Fortitude save for half damage)

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