Pathfinder

Petrifying Statue (CR 5)



A statue is near the door, its hand reaching out for you.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The statue’s hand and arm stretches out to attack the nearest target. Statue (+6 vs. touch AC, successful hit deals 1d4 Dex damage and slows the target. A DC 21 Fortitude Save negates the slow effect. The statue will attack, once per round the same target as long as it is within 30′. If the target’s Dex is reduced to zero, it is petrified permanently into stone.)

Categories: CR5, Pathfinder | Tags: | Leave a comment

Swinging Portcullis (CR 2)



A closed portcullis blocks the way.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset none

Effect

When the portcullis is lifted (DC 18 Strength check) it goes all the way up, triggering a second portcullis which swings out from behind towards the party. Portcullis (DC 18 Reflex Save or take 3d6 damage and be knocked prone); multiple targets (all targets within 10′ in front)

Categories: CR2, Pathfinder | Tags: | Leave a comment

I Don’t Need a Heal (CR 4)



A large portrait of a judge is at the end of the hall.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity (alarm); Reset none

Effect

Once a target gets within 30′ of the portrait, it is affected by a loathing of the cleric or paladin in the party. Loathing (DC 19 Will Save or target gains nauseated condition whenever they are within 60′ of the cleric, or paladin if no cleric. If neither of these, choose a spellcaster with healing abilities or a party member at random, this effect lasts for 5 days)

Categories: CR4, Pathfinder | Tags: | Leave a comment

Weak Shale Tiles (CR 3)



The floor is made of uneven shale tiles.

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

Trigger location; Reset none

Effect

Several of the tiles cover shallow pits and are weak. Stepping on one of these tiles causes it to break. Tiles (Each movement action, target must make a DC 19 Reflex Save or take 1d2 damage and fall prone); multiple targets (all targets in room)

Categories: CR3, Pathfinder | Tags: | Leave a comment

Boiling Oil (CR 2)



An archway is ahead.

Type: mechanical; Perception DC 18; Disable Device DC 18

Trigger location; Reset repair

Effect

The ceiling of the archway contains several holes. A kobold tending a pot of boiling oil pours it on anyone who passes through. Boiling Oil (DC 18 Reflex Save or take 3d6 fire damage, those within 5′ of target must make a DC 18 Reflex Reflex Save or take 1d6 splash damage)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Silence the Sentry (CR 2)



The doors and windows to this room are locked.

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

Trigger proximity (alarm); Reset none

Effect

Anyone entering the room will not be able to call out when whatever bad stuff befalls them. Silence the Sentry (DC 16 Will Save or target is unable to make a loud noise, those further then 15′ away will be unable to hear anything they say. The effect lasts for one round)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Walking on Eggshells (CR 5)



The floor is littered with what looks like eggs, fixed into place.

Type: mechanical; Perception DC 24; Disable Device DC 22

Trigger touch; Reset none

Effect

The eggs are fragile but can be walked on with care. If not, they break spilling acid, which quickly dissolves the surrounding eggs. Egg (DC 24 Acrobatics check for each movement action or egg shell breaks; Broken egg shell – DC 19 Fortitude save or take 1d6 acid damage); multiple targets (all targets in room)

Categories: CR5, Pathfinder | Tags: | Leave a comment

Recessed Valve (CR 3)



A valve wheel is in a small, recessed spot in the wall next to a sliding door.

Type: mechanical; Perception DC 22; Disable Device DC 24

Trigger touch; Reset repair

Effect

When the valve wheel is turned, a dagger strikes down. Dagger (+8 melee for 1d4+1 damage plus target gains entangled condition, required a DC 14 Strength check or Escape Artist check to escape, escaping causes an additional 1d4 damage)

Categories: CR3, Pathfinder | Tags: | Leave a comment

Concealed Closet (CR 1/2)



It looks like there is a concealed door on the wall.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset none

Effect

Beyond the door is a small closet. When entered, the door closes and locks. Door (DC 18 Reflex Save or be closed in small closet. Door requires DC 25 Disable Device check, DC 25 Break check to open. Door has 5 hardness and 10 hp)

Categories: CR0.5, Pathfinder | Tags: | Leave a comment

Cacophonous Organ (CR 4)



A pipe organ takes up one wall.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity (alarm); Reset none

Effect

The organ begins playing loud, discordant music. Organ (Spells require a concentration check, and all other concentration checks are increased by 5 for 5 rounds); multiple targets (all targets within 20′)

Categories: CR8, Pathfinder | Tags: | Leave a comment

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