CR9

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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Bridge 9 – 3/4 (CR 9)



A broken bridge crosses the chasm. The middle of the bridge is missing, leaving a 100 foot gap. A small portal is at the edge of each side of the bridge.

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

Trigger touch; Reset none

Effect

Any testing will reveal that entering one portal causes one to exit on the other side. So objects will appear on the other side, if a hand is stuck through, it will be seen on the other side. However, if someone tries to enter fully, they will be dimensionally blocked and will fall off the edge of the bridge. Bridge (DC 27 Reflex Save or target falls, taking 20d6 damage)

Dimensional Lock

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Demanding Bust (CR 9)



A great marble bust is in the entryway.

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

Trigger proximity; Reset none

Effect

The first target to get within 30′ of the bust will be the eventual target. At some point later, if the party or target comes into contact with the person who was the subject of the bust (or made it, or whatever) that person receives a message to not participate in combat and to walk away and leave. Demanding Bust (Target receives a message to walk away and leave, and not participate in combat for 16 hours. A DC 26 Will Save will cancel the compulsory effect, but the subject will still hear the demand)

Demand

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Vines (CR 9)



The room is full of vines that grow up the stone walls. They form a natural arch around the far door, which has a large mouth on it.

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

Trigger proximity; Reset none

Effect

These vines produce a lot of oxygen. Open flames will ignite the air in the room after 1d4 rounds. If the far door is opened, a magic mouth yells out, “Strike the wall!”., at which point the vines, many of which have little pieces of flint in them, strike the wall, causing sparks which ignite the air. Vines (20d6 fire damage, DC 27 Reflex save for half damage); multiple targets (all targets within 60′)

Control Plants

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Not Me, Him! (CR 9)



Two sarcophagi are in this room.

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

Trigger touch; Reset none

Effect

A target that opens the left sarcophagus will find the form of a body in it, which takes the form of the target. The target is then killed and his form interred into the other sarcophagus. (DC 27 Fortitude Save negates). The target’s soul then enters the clone, with 2 negative levels, or, if at level 1, 2 Con Damage. Every 24 hours, the target returns to the other body, losing levels or Con until his Con reaches 0, when he is permanently dead. Only a wish or limited wish can remove this curse. A wish also restores lost levels and Con, but a limited wish does not.

Clone

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Do Not Disturb (CR 9)



A large door is here. On the door is a massive bronze door knocker, shaped like a hand. A small sign hangs underneath that says, “Do not disturb”.

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

Trigger touch; Reset none

Effect

If the door is opened, or the knocker used, the hand turns into a giant fist and begins to strike the targets in front of it. Do Not Disturb (+15 melee vs nearest target for 1d8+11 damage. On a successful hit, target must make a DC 27 Fortitude Save or be stunned for one round. The fist can move 60′ and attack in the same round and lasts for 15 rounds); multiple targets (will attack nearest target)

Clenched Fist

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