CR9

Pearl of Power (CR 9)


 

A white, gleaming pearl is hidden in a small drawer.

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

Trigger activation; Reset none

Effect

The pearl appears to be a pearl of power (4th). However, if used, the trap is set off. Pearl of Power (Target life force and body becomes imprisoned inside pearl, which is then teleported back into the drawer. The pearl must be broken to release the soul and body)

Trap the Soul

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Lifelike Statue Garden (CR 9)


 

Several very lifelike statues dot the garden path. They are all holding watches.

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

Trigger proximity; Reset none

Effect

A DC 25 Perception check reveals that all the watches are stopped. More jeweled watches sit in a small pile in a chest. If a watch is picked up, the trap is set off. Garden (After 1 minute, the target becomes frozen in time, ceasing to age and nothing can harm it. This condition can only be removed by something like dispel magic or freedom. The effect has a CL of 16. A DC 27 Fortitude Save negates this effect. The watch also stops when the target is frozen.)

Temporal Stasis

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Spiky Treasure Pit (CR 9)


 

A pit is in the middle of the floor, filled with shiny coins and gems.

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

Trigger touch; Reset none

Effect

If the target touches any of the treasure, the trap is activated. A DC 20 Perception check notices that spikes stick up in places in the treasure. Spiky Treasure Pit (DC 27 Reflex Save or target and any other target within 15′ is trapped in a sphere and is essentially weightless. The sphere rises up to 100 feet, then expires, dropping the targets into the pit where they take 10d6 + 10d3 damage); multiple targets (all targets within 15′)

Telekinetic Sphere

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Mirror of Sympathy (CR 9)


 

A large, very ornate mirror stands outside a great hall. Just inside, several ballistae are aimed towards a dais in the middle of the hall, which contains a red jewel.

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

Trigger proximity; Reset auto

Effect

Once the target is visible in the mirror, they feel an overwhelming urge to possess the gem in the next room. Mirror of Sympathy (DC 27 Will Save or target will enter room and pick up jewel, which causes 16 ballistae to fire, each at a random target near the gem. Each ballistae is +12 ranged melee for 3d8 damage); multiple targets (all targets visible in mirror. Targets that make save are immune for 1d6x10 minutes. If more than one target fails save, they will argue and fight each other for possession of the gem)

Sympathy

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Lethal Joke (CR 9)


 

Several scraps of paper with arcane writing lay on the floor.

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

Trigger touch/read; Reset none

Effect

If the scraps are put together, or if the phrase on them is read, it creates a shining rune that causes Insanity (and incidentally is a really bad pun). Lethal Joke (DC 27 Will Save or target goes permanently insane, as per the spell insanity.) multiple targets (all targets within 60′)

Symbol of Insanity

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This Isn’t Moria (CR 9)


 

The archway that leads to the inner temple is covered in runes and script.

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

Trigger word; Reset 10 minutes

Effect

The script on the archway is written both in draconic and abyssal. It says “Speak, friend, and enter”. Moria (Should anyone actually utter the word “Friend”, it triggers the trap. The rune glows and kills one or more targets within 60′ whose combined current total HP does not exceed 150HP. It affects closest creatures first, and skips creatures that would put it over the 150 total. The rune remains active for 10 minutes, and new creatures that get within 60′ are affected, as are creatures that leave and re-enter. A DC 33 Fortitude save negates the effect, and counts towards the HP total); multiple targets (all targets within 60′)

Symbol of Death

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Happy New Year (CR 9)


 

A globe descends from the ceiling as the door shuts behind you.

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

Trigger proximity; Reset none

Effect

When the door shuts, it locks. The globe takes 1 round to descend, then explodes in a brilliant  flash of light. Globe (6d6 damage and target is permanently blinded. DC 27 Reflex save negates blindness and halves damage); multiple targets (all targets in 80′ radius)

Sunburst

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Pet Statue (CR 2-10)


 

A display case boasts several small jade animal statues.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger ; Reset none

Effect

There are 9 statues, and each one corresponds to a random ally, with each one corresponding to CR 2-10. The statue will animate and attack for the target, but will only attack targets that are not immediately hostile. In order to get rid of the statue, a Dispel magic with a DC 11-21 must be made, or remove curse, wish, or limited wish.

Summon Nature’s Ally

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

Rope Pull (CR 2-10)


 

The door has a rope pull attached to a bell.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger touch; Reset none

Effect

When the rope is pulled, a random monster guardian is summoned that fights the target. The monster is based on the CR of the trap, and uses the summon monster tables.

Summon Monster

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

Speaking Tube (CR 9)


 

The door is closed, and a small speaking tube is next to it.

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

Trigger touch; Reset none

Effect

If the door is forced open, a voice booms from the tube, “Knock?”. Speaking Tube (10d6 sonic damage, plus target is deafened for 4d6 rounds and stunned for 1 round. A DC 27 Fortitude save halves the damage and deafened duration. Exposed crystalline objects take 16d6 damage. Objects wielded by the target can avoid damage with a DC 27 Reflex Save); multiple targets (all targets in a 30′ cone)

Shout

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