CR9

Stun Chest (CR 9)


 

A ladder on the wall leads up to a small alcove.

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

Trigger touch; Reset none

Effect

The ledge contains a small chest with a face carved into the side. If touched, the face screams. Stun Chest (Target becomes stunned, duration depends on current hit points, 50 or less – 4d4 rounds, 51-100 – 2d4 rounds, 101-150 – 1d4 rounds, 151 or greater – no effect. Stunned target falls from ladder as well, taking 4d6 damage)

Power Word Stun

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Ice Plug (CR 9)


 

The cave wall ahead has been plugged with blocks of ice.

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

Trigger touch; Reset none

Effect

If an ice block is removed, melted, etc, a blue-white ray of freezing air and ice springs forth. Ice Plug (+20 ranged touch for 16d6 cold damage plus 1d4 Dexterity Drain)

Polar Ray

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Unwanted Help (CR 5,7 or 9)


 

The entrance is locked.

Type: magical; Perception DC 29,31,34; Disable Device DC 29,31,34

Trigger touch; Reset none

Effect

An outsider of the same alignment appears and insists on helping. He will take 1000gp per hour, until the job is done. A DC 21, 24, or 28 Diplomacy check can reduce this payment in half. Another Diplomacy check of the same difficulty can be performed to convince the outsider that the job is done. For each successful encounter, the difficulty is reduced by 2. The payment is magically extracted, and only a wish can prevent the amount in gold or goods from being taken.

Planar Ally

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Where Did They Go (CR 9)



The chest appears locked.

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

Trigger touch; Reset none

Effect

The target disappears as soon as the chest is opened. Where Did They Go? (DC 27 Will Save or target is teleported to a small chamber located 50′ directly below the current location. Also, the target is protected from any kind of scrying or magical communication, including scry, locate creature, even limited wish and wish)

Mind Blank

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Cornfield, or as well call it, Maze (CR 9)



A path leads through tall cornstalks.

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

Trigger location; Reset auto

Effect

When a target enters the cornfield, they become trapped in a magical maze. The maze lasts for 10 minutes, or until that target makes a DC 20 Intelligence check, which can be made each round as a full round action. When the target escapes, they end up in a random place inside the actual corn maze. In order to escape the cornfield, they target must either hack away, moving 5′ per round, or make 3 out of 5 DC 15 Intelligence checks.

Maze

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Dance Off (CR 9)



A majestic statue of a bard stands before you.

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

Trigger proximity; Reset none

Effect

When the target gets close, the bard begins to play and dance. Dance Off (DC 27 Will Save or target begins to dance to the music. While dancing, target get a -4 penalty to AC, -10 penalty to Reflex Saves and can’t get a bonus from a held shield. Target also provokes attacks of opportunity. Each round, target makes an opposed Dexterity, Acrobatics, or Perform check against the bard (+20 perform). If target succeeds, he stops dancing. Otherwise, only a dispel magic, remove curse or wish can stop it (CL 18) or the statue can be destroyed (Hardness 20, HP 100, each 10 hp of damage reduces the perform bonus of statue by 1))

Irresistible Dance

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I Am Iron Man (CR 9)



A small chest floats on a raft in the middle of the lake.

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

Trigger touch; Reset none

Effect

If the raft is touched, the target turns to iron for 16 rounds. The target immediately sinks to the bottom of the 200′ deep lake, gets +6 to Strength, -6 to Dex, moves at half speed, and becomes immune to most forms of attack. Once the spell wears off, the target can swim upwards at their swim speed, however, until they immediately gain the drowning condition, and until they hit 50′, they take 3d6 crushing damage each round.

Iron Body

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Sprinklers (CR 9)



The area around the door is covered in lush vegetation. A few piles of dust are in front of the door.

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

Trigger touch; Reset auto

Effect

A target that passes through the door has the moisture sucked from the body, which is then sprayed onto the plants nearby. Sprinklers (Target takes 16d8 damage as the flesh withers and crumbles into dust piles, DC 27 Fortitude Save for half damage); multiple targets (all targets that pass through door)

Horrid Wilting

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One Giant Mess (CR 9)



The door is covered in delicate vials, each filled with some kind of gas or poison.

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

Trigger proximity; Reset none

Effect

While removing the vials (which require a DC 18 Dexterity or Sleight of Hand check) the target is suddenly turned into a huge giant (DC 27 Will Save negates) for 18 minutes. This causes a -4 penalty to the current check, and a -1 penalty on further checks. If the vial drops, it shatters, filling the area with gas. Gas (DC 27 Fortitude Save or target is reduced to 0 hit points, on a successful save, target loses half of his hit points); multiple targets (gas affects a 30′ radius and stays around for 1d6+2 rounds)

Giant Form

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Fire Pouches (CR 9)



A huge fire roars in the hearth.

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

Trigger touch; Reset none

Effect

A DC 20 Perception check reveal a few flame-proof pouches hanging behind the fire. The fire is so hot, that anyone within 10′ takes 1d4 damage per round, and anyone actually in the fire takes 2d6 damage, and catches on fire, doing an additional 1d6 fire damage per round until a standard action is used to extinguish. Getting each pouch takes a standard action, and requires a DC 22 Sleight of Hand check to untangle the pouch from the hook, and a DC 27 Fortitude Save to hang on to the pouch. If the pouch is dropped, it can be fished from the flames as a full round action. However, if the fire is extinguished, the entire room is engulfed in flame for 1 round. Flame (16d6 fire damage, DC 27 Reflex for half damage, and those that fail their save take 4d6 fire damage per round until the flames are extinguished, which requires a full round action and a DC 20 Reflex Save); multiple targets (all targets in room) The pouches are magical. They are permanently enchanted with fire resistance, anything placed inside is immune to fire damage. They can each hold 100gp, or 10 gems.

Fire Storm

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