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[{"_index":"aon18","_id":"hazard-1","_score":4.0463834,"_source":{"ac":10,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 12 to remove the trapdoor","exclude_from_search":false,"fortitude_save":1,"hardness":3,"hardness_raw":"3 Trapdoor Hardness","hazard_type":"Trap","hp":12,"hp_raw":"12 (BT 6)","id":"hazard-1","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":0,"markdown":"<title level=\"1\" right=\"Hazard 0\" pfs=\"\">[Hidden Pit](/Hazards.aspx?ID=1)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA wooden trapdoor covers a pit thats 10 feet square and 20 feet deep.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (or 0 if the trapdoor is disabled or broken)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 12 to remove the trapdoor\n\n<column gap=\"tiny\">\r\n\r\n**AC** 10, **Fort** +1, **Ref** +1\r\n\r\n**Trapdoor Hardness**\r\n3\r\n\r\n**Trapdoor HP**\r\n12 (BT 6)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Pitfall** <actions string=\"Reaction\" /> **Trigger** A creature walks onto the trapdoor. **Effect** The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling.\n\n---\r\n**Reset**\r\nCreatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become hidden again.","name":"Hidden Pit","rarity":"common","reflex_save":1,"release_date":"2019-08-01","reset":"Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become hidden again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA wooden trapdoor covers a pit thats 10 feet square and 20 feet deep.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 522"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>","speed":{},"stealth":"DC 18 (or 0 if the trapdoor is disabled or broken)","summary":"A wooden trapdoor covers a pit thats 10 feet square and 20 feet deep.","summary_markdown":"A wooden trapdoor covers a pit thats 10 feet square and 20 feet deep.","text":" Hidden Pit Source Core Rulebook pg. 522 4.0 Complexity Simple A wooden trapdoor covers a pit thats 10 feet square and 20 feet deep. --- Stealth DC 18 (or 0 if the trapdoor is disabled or broken) Disable Thievery DC 12 to remove the trapdoor AC 10, Fort +1, Ref +1 Trapdoor Hardness 3 Trapdoor HP 12 (BT 6) Immunities critical hits, object immunities, precision damage Pitfall Reaction Trigger A creature walks onto the trapdoor. Effect The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling. --- Reset Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become hidden again.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=1","weakness":{}}},{"_index":"aon18","_id":"hazard-2","_score":4.0463834,"_source":{"ac":15,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 17 (trained) on the spring mechanism","exclude_from_search":false,"fortitude_save":8,"hardness":6,"hardness_raw":"6","hazard_type":"Trap","hp":24,"hp_raw":"24 (BT 12)","id":"hazard-2","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Poisoned Lock](/Hazards.aspx?ID=2)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 17 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 17 (trained) on the spring mechanism\n\n<column gap=\"tiny\">\r\n\r\n**AC** 15, **Fort** +8, **Ref** +4\r\n\r\n**Hardness**\r\n6\r\n\r\n**HP**\r\n24 (BT 12)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spring** <actions string=\"Reaction\" /> (attack); **Trigger** A creature tries to unlock or Pick the Lock. **Effect** A spine extends to attack the triggering creature.<br /> **Melee** spine +13, **Damage** 1 piercing plus cladis poison<br /> **Cladis Poison** (poison); **Saving Throw** DC 19 Fortitude; **Maximum Duration** 4 hours; **Stage 1** 1d6 poison damage and drained 1 (1 hour); **Stage 2** 2d6 poison damage and drained 2 (1 hour); **Stage 3** 3d6 poison damage and drained 2 (1 hour)","name":"Poisoned Lock","rarity":"common","reflex_save":4,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 523"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>","speed":{},"stealth":"DC 17 (trained)","summary":"A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock.","summary_markdown":"A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock.","text":" Poisoned Lock Source Core Rulebook pg. 523 4.0 Complexity Simple A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock. --- Stealth DC 17 (trained) Disable Thievery DC 17 (trained) on the spring mechanism AC 15, Fort +8, Ref +4 Hardness 6 HP 24 (BT 12) Immunities critical hits, object immunities, precision damage Spring Reaction (attack); Trigger A creature tries to unlock or Pick the Lock. Effect A spine extends to attack the triggering creature. Melee spine +13, Damage 1 piercing plus cladis poison Cladis Poison (poison); Saving Throw DC 19 Fortitude; Maximum Duration 4 hours; Stage 1 1d6 poison damage and drained 1 (1 hour); Stage 2 2d6 poison damage and drained 2 (1 hour); Stage 3 3d6 poison damage and drained 2 (1 hour)","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=2","weakness":{}}},{"_index":"aon18","_id":"hazard-3","_score":4.0463834,"_source":{"ac":16,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 15 (trained) on the floor panels before the slab falls","exclude_from_search":false,"fortitude_save":10,"hardness":5,"hardness_raw":"5","hazard_type":"Trap","hp":20,"hp_raw":"20 (BT 10)","id":"hazard-3","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Slamming Door](/Hazards.aspx?ID=3)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nPressure-sensitive panels in the floor connect to a stone slab hidden in a hallways ceiling.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 17 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 15 (trained) on the floor panels before the slab falls\n\n<column gap=\"tiny\">\r\n\r\n**AC** 16, **Fort** +10, **Ref** +2\r\n\r\n**Hardness**\r\n5\r\n\r\n**HP**\r\n20 (BT 10)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Slam Shut** <actions string=\"Reaction\" /> **Trigger** Pressure is placed on any floor tile. **Effect** The door falls, closing off the hallway. The stone slab deals 3d8 bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they can choose the direction.\n\n Lifting the fallen slab requires a successful DC 25 Athletics check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24).","name":"Slamming Door","rarity":"common","reflex_save":2,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPressure-sensitive panels in the floor connect to a stone slab hidden in a hallways ceiling.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 523"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>","speed":{},"stealth":"DC 17 (trained)","summary":"Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallways ceiling.","summary_markdown":"Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallways ceiling.","text":" Slamming Door Source Core Rulebook pg. 523 4.0 Complexity Simple Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallways ceiling. --- Stealth DC 17 (trained) Disable Thievery DC 15 (trained) on the floor panels before the slab falls AC 16, Fort +10, Ref +2 Hardness 5 HP 20 (BT 10) Immunities critical hits, object immunities, precision damage Slam Shut Reaction Trigger Pressure is placed on any floor tile. Effect The door falls, closing off the hallway. The stone slab deals 3d8 bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they can choose the direction. Lifting the fallen slab requires a successful DC 25 Athletics check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24).","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=3","weakness":{}}},{"_index":"aon18","_id":"hazard-4","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 18 (trained) on the floor tile or wall socket","exclude_from_search":false,"fortitude_save":11,"hardness":8,"hardness_raw":"8","hazard_type":"Trap","hp":32,"hp_raw":"32 (BT 16)","id":"hazard-4","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Spear Launcher](/Hazards.aspx?ID=4)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA wall socket loaded with a spear connects to a floor tile in one 5-foot square.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 18 (trained) on the floor tile or wall socket\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +11, **Ref** +3\r\n\r\n**Hardness**\r\n8\r\n\r\n**HP**\r\n32 (BT 16)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spear** <actions string=\"Reaction\" /> (attack); **Trigger** Pressure is applied to the floor tile. **Effect** The trap shoots a spear, making an attack against the creature or object on the floor tile. <br />**Ranged** spear +14, **Damage** 2d6+6 piercing","name":"Spear Launcher","rarity":"common","reflex_save":3,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA wall socket loaded with a spear connects to a floor tile in one 5-foot square.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 523"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>","speed":{},"stealth":"DC 20 (trained)","summary":"A wall socket loaded with a spear connects to a floor tile in one 5-foot square.","summary_markdown":"A wall socket loaded with a spear connects to a floor tile in one 5-foot square.","text":" Spear Launcher Source Core Rulebook pg. 523 4.0 Complexity Simple A wall socket loaded with a spear connects to a floor tile in one 5-foot square. --- Stealth DC 20 (trained) Disable Thievery DC 18 (trained) on the floor tile or wall socket AC 18, Fort +11, Ref +3 Hardness 8 HP 32 (BT 16) Immunities critical hits, object immunities, precision damage Spear Reaction (attack); Trigger Pressure is applied to the floor tile. Effect The trap shoots a spear, making an attack against the creature or object on the floor tile. Ranged spear +14, Damage 2d6+6 piercing","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=4","weakness":{}}},{"_index":"aon18","_id":"hazard-5","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 20 (expert) to scratch out the rune without allowing electricity to flow, or dispel magic (2nd level; counteract DC 18) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-5","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Electric Latch Rune](/Hazards.aspx?ID=5)</title>\r\n\r\n<traits>\r\n<trait label=\"Electricity\" url=\"/Traits.aspx?ID=56\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn invisible rune imprinted on a door latch releases a powerful electric discharge.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 20 (expert) to scratch out the rune without allowing electricity to flow, or [_dispel magic_](/Spells.aspx?ID=78) (2nd level; counteract DC 18) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Electrocution** <actions string=\"Reaction\" /> (arcane, electricity, evocation); **Trigger** A creature grasps the door latch directly or with a tool. **Effect** The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).","name":"Electric Latch Rune","rarity":"common","release_date":"2019-08-01","resistance":{},"school":"evocation","search_markdown":"<traits>\r\n<trait label=\"Electricity\" url=\"/Traits.aspx?ID=56\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible rune imprinted on a door latch releases a powerful electric discharge.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 523"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>","speed":{},"stealth":"DC 20 (trained)","summary":"An invisible rune imprinted on a door latch releases a powerful electric discharge.","summary_markdown":"An invisible rune imprinted on a door latch releases a powerful electric discharge.","text":" Electric Latch Rune Source Core Rulebook pg. 523 4.0 Complexity Simple An invisible rune imprinted on a door latch releases a powerful electric discharge. --- Stealth DC 20 (trained) Disable Thievery DC 20 (expert) to scratch out the rune without allowing electricity to flow, or dispel magic (2nd level; counteract DC 18) to counteract the rune Electrocution Reaction (arcane, electricity, evocation); Trigger A creature grasps the door latch directly or with a tool. Effect The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).","trait":["Electricity","Evocation","Magical","Trap"],"trait_markdown":"[Electricity](/Traits.aspx?ID=56), [Evocation](/Traits.aspx?ID=65), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Electricity","Evocation","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=5","weakness":{}}},{"_index":"aon18","_id":"hazard-6","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 21 (trained) to disable each blade","exclude_from_search":false,"fortitude_save":12,"hardness":11,"hardness_raw":"11","hazard_type":"Trap","hp":44,"hp_raw":"44 (BT 22)","id":"hazard-6","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Scythe Blades](/Hazards.aspx?ID=6)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nTwo blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 21 (trained) to disable each blade\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +12, **Ref** +8\r\n\r\n**Hardness**\r\n11\r\n\r\n**HP**\r\n44 (BT 22)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Falling Scythes** <actions string=\"Reaction\" /> (attack); **Trigger** The trip wire is pulled or severed. **Effect** Both blades swing down, each one attacking all creatures under the ceiling grooves.<br />**Melee** scythe +17 (deadly 1d12), **Damage** 2d12+4 slashing; no multiple attack penalty\n\n---\r\n**Reset**\r\nThe trap resets after 15 minutes.","name":"Scythe Blades","rarity":"common","reflex_save":8,"release_date":"2019-08-01","reset":"The trap resets after 15 minutes.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTwo blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 523"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 523 <sup>4.0</sup></row>","speed":{},"stealth":"DC 23 (trained)","summary":"Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.","summary_markdown":"Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.","text":" Scythe Blades Source Core Rulebook pg. 523 4.0 Complexity Simple Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire. --- Stealth DC 23 (trained) Disable Thievery DC 21 (trained) to disable each blade AC 21, Fort +12, Ref +8 Hardness 11 HP 44 (BT 22) Immunities critical hits, object immunities, precision damage Falling Scythes Reaction (attack); Trigger The trip wire is pulled or severed. Effect Both blades swing down, each one attacking all creatures under the ceiling grooves. Melee scythe +17 (deadly 1d12), Damage 2d12+4 slashing; no multiple attack penalty --- Reset The trap resets after 15 minutes.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=6","weakness":{}}},{"_index":"aon18","_id":"hazard-7","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 22 (expert) to erase the rune without triggering the sensor, or dispel magic (3rd level; counteract DC 20) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-7","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Fireball Rune](/Hazards.aspx?ID=7)</title>\r\n\r\n<traits>\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn invisible rune creates an invisible, spherical magical sensor with a 20-foot radius.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 24 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 22 (expert) to erase the rune without triggering the sensor, or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; counteract DC 20) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Fireball** <actions string=\"Reaction\" /> (arcane, evocation, fire); **Trigger** A living creature enters the sensor area. **Effect** The rune detonates a fireball centered on the triggering creatures square. This is a 3rd-level [_fireball_](/Spells.aspx?ID=119) spell that deals 6d6 fire damage (DC 22 basic Reflex save).","name":"Fireball Rune","rarity":"common","release_date":"2019-08-01","resistance":{},"school":"evocation","search_markdown":"<traits>\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible rune creates an invisible, spherical magical sensor with a 20-foot radius.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 524"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>","speed":{},"stealth":"DC 24 (expert)","summary":"An invisible rune creates an invisible, spherical magical sensor with a 20-foot radius.","summary_markdown":"An invisible rune creates an invisible, spherical magical sensor with a 20-foot radius.","text":" Fireball Rune Source Core Rulebook pg. 524 4.0 Complexity Simple An invisible rune creates an invisible, spherical magical sensor with a 20-foot radius. --- Stealth DC 24 (expert) Disable Thievery DC 22 (expert) to erase the rune without triggering the sensor, or dispel magic (3rd level; counteract DC 20) to counteract the rune Fireball Reaction (arcane, evocation, fire); Trigger A living creature enters the sensor area. Effect The rune detonates a fireball centered on the triggering creatures square. This is a 3rd-level fireball spell that deals 6d6 fire damage (DC 22 basic Reflex save).","trait":["Evocation","Fire","Magical","Trap"],"trait_markdown":"[Evocation](/Traits.aspx?ID=65), [Fire](/Traits.aspx?ID=72), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Evocation","Fire","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=7","weakness":{}}},{"_index":"aon18","_id":"hazard-8","_score":4.0463834,"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 26 (expert) to disable the hammer that strikes the percussion cap","exclude_from_search":false,"fortitude_save":0,"hardness":0,"hardness_raw":"0","hazard_type":"Trap","hp":1,"hp_raw":"1","id":"hazard-8","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Hallucination Powder Trap](/Hazards.aspx?ID=8)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 24 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 26 (expert) to disable the hammer that strikes the percussion cap\n\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +0, **Ref** +0\r\n\r\n**Hardness**\r\n0\r\n\r\n**HP**\r\n1\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Powder Burst** <actions string=\"Reaction\" /> (mental, poison); **Trigger** The latch is opened or the tube is broken. **Effect** The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be confused for 1 round and take a 2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead 4.","name":"Hallucination Powder Trap","rarity":"common","reflex_save":0,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 524"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>","speed":{},"stealth":"DC 24 (expert)","summary":"A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.","summary_markdown":"A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.","text":" Hallucination Powder Trap Source Core Rulebook pg. 524 4.0 Complexity Simple A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch. --- Stealth DC 24 (expert) Disable Thievery DC 26 (expert) to disable the hammer that strikes the percussion cap AC 24, Fort +0, Ref +0 Hardness 0 HP 1 Immunities critical hits, object immunities, precision damage Powder Burst Reaction (mental, poison); Trigger The latch is opened or the tube is broken. Effect The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be confused for 1 round and take a 2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead 4.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=8","weakness":{}}},{"_index":"aon18","_id":"hazard-9","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 27 (master) to painstakingly remove the lintel without triggering the magic, or dispel magic (4th level; counteract DC 25) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-9","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Pharaoh's Ward](/Hazards.aspx?ID=9)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA curse is imbued on an entryways threshold.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 27 (master) to painstakingly remove the lintel without triggering the magic, or [dispel magic_](/Spells.aspx?ID=78) (4th level; counteract DC 25) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Curse the Intruders** <actions string=\"Reaction\" /> (curse, divine, necromancy); **Trigger** The seal on the tomb is broken from the outside. **Effect** Each living creature within 60 feet must succeed at a DC 23 Will save or be subjected to the pharaohs curse. A cursed creature takes a 2 status penalty to Fortitude saves, and any natural or magical healing it receives is halved. The curse remains until removed by [_remove curse_](/Spells.aspx?ID=250) or similar magic.\n\n---\r\n**Reset**\r\nThe trap resets when the door is shut","name":"Pharaoh's Ward","rarity":"common","release_date":"2019-08-01","reset":"The trap resets when the door is shut","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA curse is imbued on an entryways threshold.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 524"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>","speed":{},"stealth":"DC 25 (expert)","summary":"A curse is imbued on an entryways threshold.","summary_markdown":"A curse is imbued on an entryways threshold.","text":" Pharaoh's Ward Source Core Rulebook pg. 524 4.0 Complexity Simple A curse is imbued on an entryways threshold. --- Stealth DC 25 (expert) Disable Thievery DC 27 (master) to painstakingly remove the lintel without triggering the magic, or dispel magic (4th level; counteract DC 25) to counteract the rune Curse the Intruders Reaction (curse, divine, necromancy); Trigger The seal on the tomb is broken from the outside. Effect Each living creature within 60 feet must succeed at a DC 23 Will save or be subjected to the pharaohs curse. A cursed creature takes a 2 status penalty to Fortitude saves, and any natural or magical healing it receives is halved. The curse remains until removed by remove curse or similar magic. --- Reset The trap resets when the door is shut","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=9","weakness":{}}},{"_index":"aon18","_id":"hazard-10","_score":4.0463834,"_source":{"ac":27,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival DC 26 (expert) to remove the mold without triggering the spores","exclude_from_search":false,"fortitude_save":17,"hazard_type":"Environmental","hp":70,"hp_raw":"70","id":"hazard-10","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Yellow Mold](/Hazards.aspx?ID=10)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nPoisonous mold spores assault nearby creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (trained)\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) DC 26 (expert) to remove the mold without triggering the spores\n\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +17, **Ref** +13\n\n**HP**\r\n70\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spore Explosion** <actions string=\"Reaction\" /> **Trigger** A creature moves into the molds space or damages the mold. The mold cant use this reaction if its in direct sunlight or if the damage was fire damage. **Effect** The triggering creature and all creatures within 10 feet are exposed to yellow mold spores.<br />**Yellow Mold Spores** (inhaled, poison) Any drained condition from the spores persists after the poisons duration ends; **Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d8 poison damage and drained 1 (1 round); **Stage 2** 2d8 poison damage and drained 2 (1 round); **Stage 3** 3d8 poison damage and drained 3 (1 round)","name":"Yellow Mold","rarity":"common","reflex_save":13,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPoisonous mold spores assault nearby creatures.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 524"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>","speed":{},"stealth":"DC 28 (trained)","summary":"Poisonous mold spores assault nearby creatures.","summary_markdown":"Poisonous mold spores assault nearby creatures.","text":" Yellow Mold Source Core Rulebook pg. 524 4.0 Complexity Simple Poisonous mold spores assault nearby creatures. --- Stealth DC 28 (trained) Disable Survival DC 26 (expert) to remove the mold without triggering the spores AC 27, Fort +17, Ref +13 HP 70 Immunities critical hits, object immunities, precision damage Spore Explosion Reaction Trigger A creature moves into the molds space or damages the mold. The mold cant use this reaction if its in direct sunlight or if the damage was fire damage. Effect The triggering creature and all creatures within 10 feet are exposed to yellow mold spores. Yellow Mold Spores (inhaled, poison) Any drained condition from the spores persists after the poisons duration ends; Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and drained 1 (1 round); Stage 2 2d8 poison damage and drained 2 (1 round); Stage 3 3d8 poison damage and drained 3 (1 round)","trait":["Environmental","Fungus"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fungus](/Traits.aspx?ID=77)","trait_raw":["Environmental","Fungus"],"type":"Hazard","url":"/Hazards.aspx?ID=10","weakness":{}}},{"_index":"aon18","_id":"hazard-11","_score":4.0463834,"_source":{"ac":28,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 28 (trained) to remove the trapdoor","exclude_from_search":false,"fortitude_save":12,"hardness":9,"hardness_raw":"9 Trapdoor Hardness","hazard_type":"Trap","hp":36,"hp_raw":"36 (BT 18)","id":"hazard-11","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Bottomless Pit](/Hazards.aspx?ID=11)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn iron trapdoor covers an infinitely deep 10-foot-square pit.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (or 0 if the trapdoor is disabled or broken) or [_detect magic_](/Spells.aspx?ID=66)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 28 (trained) to remove the trapdoor\n\n<column gap=\"tiny\">\r\n\r\n**AC** 28, **Fort** +12, **Ref** +12\r\n\r\n**Trapdoor Hardness**\r\n9\r\n\r\n**Trapdoor HP**\r\n36 (BT 18)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Infinite Pitfall** <actions string=\"Reaction\" /> **Trigger** A creature walks onto the trapdoor. **Effect** The triggering creature falls in and continues to fall, potentially forever. That creature can try to [Grab an Edge](/Actions.aspx?ID=95) to avoid [falling](/Rules.aspx?ID=402). The DC to [Climb](/Actions.aspx?ID=33) the walls or Grab an Edge is 26.\n\n The pit contains many handholds, so the falling creature can try to Grab an Edge again every 6 seconds. If the creature succeeds, it can start to Climb out from that point (though it might be a very long climb, depending on how far the creature fell). Since the creature falls endlessly, it can rest and even prepare spells while falling, though items dropped while falling are usually lost forever.\n\n---\r\n**Reset**\r\nThe trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become hidden again.","name":"Bottomless Pit","rarity":"common","reflex_save":12,"release_date":"2019-08-01","reset":"The trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become hidden again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn iron trapdoor covers an infinitely deep 10-foot-square pit.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 524"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>","speed":{},"stealth":"DC 30 (or 0 if the trapdoor is disabled or broken) or detect magic ","summary":"An iron trapdoor covers an infinitely deep 10-foot-square pit.","summary_markdown":"An iron trapdoor covers an infinitely deep 10-foot-square pit.","text":" Bottomless Pit Source Core Rulebook pg. 524 4.0 Complexity Simple An iron trapdoor covers an infinitely deep 10-foot-square pit. --- Stealth DC 30 (or 0 if the trapdoor is disabled or broken) or detect magic Disable Thievery DC 28 (trained) to remove the trapdoor AC 28, Fort +12, Ref +12 Trapdoor Hardness 9 Trapdoor HP 36 (BT 18) Immunities critical hits, object immunities, precision damage Infinite Pitfall Reaction Trigger A creature walks onto the trapdoor. Effect The triggering creature falls in and continues to fall, potentially forever. That creature can try to Grab an Edge to avoid falling. The DC to Climb the walls or Grab an Edge is 26. The pit contains many handholds, so the falling creature can try to Grab an Edge again every 6 seconds. If the creature succeeds, it can start to Climb out from that point (though it might be a very long climb, depending on how far the creature fell). Since the creature falls endlessly, it can rest and even prepare spells while falling, though items dropped while falling are usually lost forever. --- Reset The trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become hidden again.","trait":["Magical","Mechanical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=11","weakness":{}}},{"_index":"aon18","_id":"hazard-12","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Religion DC 29 (master) to exorcise the spirit or Diplomacy DC 31 (expert) to talk it down","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-12","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Bloodthirsty Urge](/Hazards.aspx?ID=12)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn object haunted by the echoes of a vicious mind attempts to kill someone who comes near.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 31 (trained)\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 29 (master) to exorcise the spirit or [Diplomacy](/Skills.aspx?ID=6) DC 31 (expert) to talk it down\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Quietus** <actions string=\"Reaction\" /> (death, emotion, fear, illusion, mental, occult); **Trigger** A creature moves within 10 feet of the haunted object. **Effect** The haunt takes control of the triggering creature, forcing it to attack itself. The creature must attempt a DC 29 Will save.\r\n\r\n**Critical Success** The target is unaffected.<br />\r\n**Success** The target makes a Strike against itself and automatically hits; the target also becomes [frightened 1](/Conditions.aspx?ID=19).<br />\r\n**Failure** The target makes a Strike against itself and automatically scores a critical hit; the target also becomes [frightened 2](/Conditions.aspx?ID=19).<br />\r\n**Critical Failure** The target attempts a Fortitude save. If the target succeeds, it is subject to the effects of a failure instead. If the target fails, it is reduced to 0 Hit Points and dies.","name":"Bloodthirsty Urge","rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn object haunted by the echoes of a vicious mind attempts to kill someone who comes near.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 524"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 524 <sup>4.0</sup></row>","speed":{},"stealth":"DC 31 (trained)","summary":"An object haunted by the echoes of a vicious mind attempts to kill someone who comes near.","summary_markdown":"An object haunted by the echoes of a vicious mind attempts to kill someone who comes near.","text":" Bloodthirsty Urge Source Core Rulebook pg. 524 4.0 Complexity Simple An object haunted by the echoes of a vicious mind attempts to kill someone who comes near. --- Stealth DC 31 (trained) Disable Religion DC 29 (master) to exorcise the spirit or Diplomacy DC 31 (expert) to talk it down Quietus Reaction (death, emotion, fear, illusion, mental, occult); Trigger A creature moves within 10 feet of the haunted object. Effect The haunt takes control of the triggering creature, forcing it to attack itself. The creature must attempt a DC 29 Will save. Critical Success The target is unaffected. Success The target makes a Strike against itself and automatically hits; the target also becomes frightened 1. Failure The target makes a Strike against itself and automatically scores a critical hit; the target also becomes frightened 2. Critical Failure The target attempts a Fortitude save. If the target succeeds, it is subject to the effects of a failure instead. If the target fails, it is reduced to 0 Hit Points and dies.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=12","weakness":{}}},{"_index":"aon18","_id":"hazard-13","_score":4.0463834,"_source":{"ac":32,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging","exclude_from_search":false,"fortitude_save":24,"hardness":22,"hardness_raw":"22 Hammer Hardness","hazard_type":"Trap","hp":88,"hp_raw":"88 (44); <b>Joint Hardness</b> 16, <b>Joint HP</b> 64 (BT 32)","id":"hazard-13","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Hammer of Forbiddance](/Hazards.aspx?ID=13)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn enormous hammer at an edifices entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging\n\n<column gap=\"tiny\">\r\n\r\n**AC** 32, **Fort** +24, **Ref** +15\r\n\r\n**Hammer Hardness**\r\n22\r\n\r\n**Hammer HP**\r\n88 (44); **Joint Hardness** 16, **Joint HP** 64 (BT 32)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Forbid Entry** <actions string=\"Reaction\" /> (abjuration, attack, divine); **Trigger** A creature attempts to enter through the entrance. **Effect** The hammer swings down, making an attack against the triggering creature.<br /> **Melee** hammer +28, **Damage** 6d8+20 bludgeoning plus the target is knocked back 10 feet and must succeed at a DC 30 Will save or be unable to enter the edifice through any entrance for 24 hours (on a critical hit, the target automatically fails the Will save); no multiple attack penalty\n\n---\r\n**Reset**\r\nThe trap resets over the course of the round, and is ready to swing again 1 round later.","name":"Hammer of Forbiddance","rarity":"common","reflex_save":15,"release_date":"2019-08-01","reset":"The trap resets over the course of the round, and is ready to swing again 1 round later.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn enormous hammer at an edifices entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going …\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 525"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>","speed":{},"stealth":"DC 30 (expert)","summary":"An enormous hammer at an edifices entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going …","summary_markdown":"An enormous hammer at an edifices entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going …","text":" Hammer of Forbiddance Source Core Rulebook pg. 525 4.0 Complexity Simple An enormous hammer at an edifices entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further. --- Stealth DC 30 (expert) Disable Thievery DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging AC 32, Fort +24, Ref +15 Hammer Hardness 22 Hammer HP 88 (44); Joint Hardness 16, Joint HP 64 (BT 32) Immunities critical hits, object immunities, precision damage Forbid Entry Reaction (abjuration, attack, divine); Trigger A creature attempts to enter through the entrance. Effect The hammer swings down, making an attack against the triggering creature. Melee hammer +28, Damage 6d8+20 bludgeoning plus the target is knocked back 10 feet and must succeed at a DC 30 Will save or be unable to enter the edifice through any entrance for 24 hours (on a critical hit, the target automatically fails the Will save); no multiple attack penalty --- Reset The trap resets over the course of the round, and is ready to swing again 1 round later.","trait":["Magical","Mechanical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=13","weakness":{}}},{"_index":"aon18","_id":"hazard-14","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 32 (master) to drain the glyphs power harmlessly, or dispel magic (6th level; counteract DC 30) to counteract the glyph","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-14","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Polymorph Trap](/Hazards.aspx?ID=14)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA Druidic glyph tries to transform a trespasser into an animal.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 34 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 32 (master) to drain the glyphs power harmlessly, or [_dispel magic_](/Spells.aspx?ID=78) (6th level; counteract DC 30) to counteract the glyph\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Baleful Polymorph** <actions string=\"Reaction\" /> (primal, transmutation); **Trigger** A creature moves within 30 feet of the glyph without speaking the passphrase in Druidic. **Effect** The creature is targeted by [_baleful polymorph_](/Spells.aspx?ID=17) (DC 32 Will save).","name":"Polymorph Trap","rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA Druidic glyph tries to transform a trespasser into an animal.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 525"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>","speed":{},"stealth":"DC 34 (trained)","summary":"A Druidic glyph tries to transform a trespasser into an animal.","summary_markdown":"A Druidic glyph tries to transform a trespasser into an animal.","text":" Polymorph Trap Source Core Rulebook pg. 525 4.0 Complexity Simple A Druidic glyph tries to transform a trespasser into an animal. --- Stealth DC 34 (trained) Disable Thievery DC 32 (master) to drain the glyphs power harmlessly, or dispel magic (6th level; counteract DC 30) to counteract the glyph Baleful Polymorph Reaction (primal, transmutation); Trigger A creature moves within 30 feet of the glyph without speaking the passphrase in Druidic. Effect The creature is targeted by baleful polymorph (DC 32 Will save).","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=14","weakness":{}}},{"_index":"aon18","_id":"hazard-15","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th level; counteract DC 31) to counteract the rift","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-15","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Planar Rift](/Hazards.aspx?ID=15)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA rift attempts to draw creatures into another plane (the GM chooses the specific plane).\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 35 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or [_dispel magic_](/Spells.aspx?ID=78) (7th level; counteract DC 31) to counteract the rift\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Into the Great Beyond** <actions string=\"Reaction\" /> (conjuration, occult, teleportation); **Trigger** A creature moves within 10 feet of the rift. **Effect** The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate.","name":"Planar Rift","rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA rift attempts to draw creatures into another plane (the GM chooses the specific plane).\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 525"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>","speed":{},"stealth":"DC 35 (trained)","summary":"A rift attempts to draw creatures into another plane (the GM chooses the specific plane).","summary_markdown":"A rift attempts to draw creatures into another plane (the GM chooses the specific plane).","text":" Planar Rift Source Core Rulebook pg. 525 4.0 Complexity Simple A rift attempts to draw creatures into another plane (the GM chooses the specific plane). --- Stealth DC 35 (trained) Disable Thievery DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th level; counteract DC 31) to counteract the rift Into the Great Beyond Reaction (conjuration, occult, teleportation); Trigger A creature moves within 10 feet of the rift. Effect The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=15","weakness":{}}},{"_index":"aon18","_id":"hazard-16","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 38 (legendary) to rapidly disassemble the spells myriad components in a single blink of an eye; or dispel magic (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-16","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Frozen Moment](/Hazards.aspx?ID=16)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nWarding magic attempts to trap intruders or would-be thieves in a disrupted time flow.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 40 (master)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 38 (legendary) to rapidly disassemble the spells myriad components in a single blink of an eye; or [_dispel magic_](/Spells.aspx?ID=78) (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Adrift in Time** <actions string=\"Reaction\" /> (occult, transmutation); **Trigger** A creature touches the warded object or area. **Effect** The triggering creature and all creatures within 30 feet are trapped in a disrupted time flow (DC 38 Fortitude negates). The creatures minds move so quickly that each round seems to last a century, but their bodies and magical energies move so slowly that they cant use any actions except Recall Knowledge. An affected creature must attempt a DC 36 Will saving throw against a [_warp mind_](/Spells.aspx?ID=369) spell immediately and again for every minute of real time that passes while the creature is trapped in the frozen moment. This effect has an unlimited duration but can be counteracted.","name":"Frozen Moment","rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWarding magic attempts to trap intruders or would-be thieves in a disrupted time flow.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 525"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>","speed":{},"stealth":"DC 40 (master)","summary":"Warding magic attempts to trap intruders or would-be thieves in a disrupted time flow.","summary_markdown":"Warding magic attempts to trap intruders or would-be thieves in a disrupted time flow.","text":" Frozen Moment Source Core Rulebook pg. 525 4.0 Complexity Simple Warding magic attempts to trap intruders or would-be thieves in a disrupted time flow. --- Stealth DC 40 (master) Disable Thievery DC 38 (legendary) to rapidly disassemble the spells myriad components in a single blink of an eye; or dispel magic (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered Adrift in Time Reaction (occult, transmutation); Trigger A creature touches the warded object or area. Effect The triggering creature and all creatures within 30 feet are trapped in a disrupted time flow (DC 38 Fortitude negates). The creatures minds move so quickly that each round seems to last a century, but their bodies and magical energies move so slowly that they cant use any actions except Recall Knowledge. An affected creature must attempt a DC 36 Will saving throw against a warp mind spell immediately and again for every minute of real time that passes while the creature is trapped in the frozen moment. This effect has an unlimited duration but can be counteracted.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=16","weakness":{}}},{"_index":"aon18","_id":"hazard-17","_score":4.0463834,"_source":{"ac":43,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 41 (expert) at four different junctions to jam all the saw blades possible paths, preventing it from traveling through the room","exclude_from_search":false,"fortitude_save":32,"hardness":30,"hardness_raw":"30","hazard_type":"Trap","hp":120,"hp_raw":"120 (60) per junction","id":"hazard-17","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Vorpal Executioner](/Hazards.aspx?ID=17)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 43 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 41 (expert) at four different junctions to jam all the saw blades possible paths, preventing it from traveling through the room\n\n<column gap=\"tiny\">\r\n\r\n**AC** 43, **Fort** +32, **Ref** +32\r\n\r\n**Hardness**\r\n30\r\n\r\n**HP**\r\n120 (60) per junction\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Total Decapitation** <actions string=\"Reaction\" /> **Trigger** A creature attempts to exit the room. **Effect** The saw blade travels along its path, making one Strike against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets.<br /> **Melee** saw blade +40 ([deadly d12](/Traits.aspx?ID=174), [death](/Traits.aspx?ID=40)), **Damage** 6d12+25 slashing plus decapitation; no multiple attack penalty<br /> **Decapitation** On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, dying instantly unless it can survive without a head.\n\n---\r\n**Reset**\r\nThe trap resets over the course of the round and can be triggered again 1 round later.","name":"Vorpal Executioner","rarity":"common","reflex_save":32,"release_date":"2019-08-01","reset":"The trap resets over the course of the round and can be triggered again 1 round later.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 525"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>","speed":{},"stealth":"DC 43 (expert)","summary":"A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within.","summary_markdown":"A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within.","text":" Vorpal Executioner Source Core Rulebook pg. 525 4.0 Complexity Simple A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within. --- Stealth DC 43 (expert) Disable Thievery DC 41 (expert) at four different junctions to jam all the saw blades possible paths, preventing it from traveling through the room AC 43, Fort +32, Ref +32 Hardness 30 HP 120 (60) per junction Immunities critical hits, object immunities, precision damage Total Decapitation Reaction Trigger A creature attempts to exit the room. Effect The saw blade travels along its path, making one Strike against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets. Melee saw blade +40 (deadly d12, death), Damage 6d12+25 slashing plus decapitation; no multiple attack penalty Decapitation On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, dying instantly unless it can survive without a head. --- Reset The trap resets over the course of the round and can be triggered again 1 round later.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=17","weakness":{}}},{"_index":"aon18","_id":"hazard-18","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-18","level":21,"markdown":"<title level=\"1\" right=\"Hazard 21\" pfs=\"\">[Second Chance](/Hazards.aspx?ID=18)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nPowerful warding magic tied to an object or location tries to regress the ages of a creature and its allies.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 44 (legendary)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**In the Beginning** <actions string=\"Reaction\" /> (divine, transmutation); **Trigger** A creature tries to steal the object or intrude upon the location. If someone uses a proxy or dupe for the theft or intrusion, the trap unerringly targets the true perpetrator or perpetrators at any distance—even across planes. **Effect** The triggering creature and up to five coconspirators instantly revert to infants, losing all memories, class abilities, and other skills acquired during their lives (DC 44 Fortitude negates). Reversing this effect is nearly impossible, requiring powerful magic such as [_wish_](/Spells.aspx?ID=377).","name":"Second Chance","rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPowerful warding magic tied to an object or location tries to regress the ages of a creature and its allies.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 525"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 525 <sup>4.0</sup></row>","speed":{},"stealth":"DC 44 (legendary)","summary":"Powerful warding magic tied to an object or location tries to regress the ages of a creature and its allies.","summary_markdown":"Powerful warding magic tied to an object or location tries to regress the ages of a creature and its allies.","text":" Second Chance Source Core Rulebook pg. 525 4.0 Complexity Simple Powerful warding magic tied to an object or location tries to regress the ages of a creature and its allies. --- Stealth DC 44 (legendary) Disable Thievery DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory In the Beginning Reaction (divine, transmutation); Trigger A creature tries to steal the object or intrude upon the location. If someone uses a proxy or dupe for the theft or intrusion, the trap unerringly targets the true perpetrator or perpetrators at any distance—even across planes. Effect The triggering creature and up to five coconspirators instantly revert to infants, losing all memories, class abilities, and other skills acquired during their lives (DC 44 Fortitude negates). Reversing this effect is nearly impossible, requiring powerful magic such as wish .","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=18","weakness":{}}},{"_index":"aon18","_id":"hazard-19","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 48 (legendary) to imbue thieves tools with aspects representing Asmodeus and Sarenrae and use them to drain away the orbs power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-19","level":23,"markdown":"<title level=\"1\" right=\"Hazard 23\" pfs=\"\">[Armageddon Orb](/Hazards.aspx?ID=19)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA roiling red orb, forged from a drop of the god [Rovagug](/Deities.aspx?ID=15)s blood, rains fire from the sky when a specified condition is met.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10 or [_detect magic_](/Spells.aspx?ID=66)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 48 (legendary) to imbue thieves tools with aspects representing [Asmodeus](/Deities.aspx?ID=2) and [Sarenrae](/Deities.aspx?ID=16) and use them to drain away the orbs power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Burn It All** <actions string=\"Reaction\" /> (death, divine, evocation, fire); **Trigger** A special condition set by the traps creator occurs; this is typically the event of their death. **Effect** Fire rains from the sky in a 100-mile radius, dealing 10d6 fire damage to creatures and objects in the area. Each creature or object can attempt a DC 46 basic Reflex save. Any creature reduced to 0 Hit Points by this damage dies instantly. This is not enough damage to completely burn away a forest or level an entire mountain or city, but it typically kills most creatures in the area.","name":"Armageddon Orb","rarity":"rare","release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA roiling red orb, forged from a drop of the god Rovagug s blood, rains fire from the sky when a specified condition is met.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 526"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>","speed":{},"stealth":"DC 10 or detect magic ","summary":"A roiling red orb, forged from a drop of the god Rovagug s blood, rains fire from the sky when a specified condition is met.","summary_markdown":"A roiling red orb, forged from a drop of the god Rovagug s blood, rains fire from the sky when a specified condition is met.","text":" Armageddon Orb Source Core Rulebook pg. 526 4.0 Complexity Simple A roiling red orb, forged from a drop of the god Rovagugs blood, rains fire from the sky when a specified condition is met. --- Stealth DC 10 or detect magic Disable Thievery DC 48 (legendary) to imbue thieves tools with aspects representing Asmodeus and Sarenrae and use them to drain away the orbs power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted Burn It All Reaction (death, divine, evocation, fire); Trigger A special condition set by the traps creator occurs; this is typically the event of their death. Effect Fire rains from the sky in a 100-mile radius, dealing 10d6 fire damage to creatures and objects in the area. Each creature or object can attempt a DC 46 basic Reflex save. Any creature reduced to 0 Hit Points by this damage dies instantly. This is not enough damage to completely burn away a forest or level an entire mountain or city, but it typically kills most creatures in the area.","trait":["Magical","Rare","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=19","weakness":{}}},{"_index":"aon18","_id":"hazard-20","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Acrobatics DC 15 to approach without triggering the trap followed by Thievery DC 17 (trained) to erase the rune, or dispel magic (1st level; counteract DC 15) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-20","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Summoning Rune](/Hazards.aspx?ID=20)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup>, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA cloud of invisible magical sensors in a 10-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned.\r\n\r\n---\r\n\r\n**Stealth**\r\n+7 (trained)\r\n\r\n**Disable**\r\n[Acrobatics](/Skills.aspx?ID=1) DC 15 to approach without triggering the trap followed by [Thievery](/Skills.aspx?ID=17) DC 17 (trained) to erase the rune, or [_dispel magic_](/Spells.aspx?ID=78) (1st level; counteract DC 15) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Summon Monster** <actions string=\"Reaction\" /> (arcane, conjuration, summon); **Trigger** A creature enters the cloud of magical sensors. **Effect** This trap summons a specific level 1 creature, determined when the trap is created. The creature rolls initiative and remains for 2d6 rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures.\n\n---\r\n**Reset**\r\nThe trap resets each day at dawn\r\n\r\n<title level=\"3\">Upgraded Summoning Runes</title> You can make a summoning rune of nearly any level. It summons a creature of a level equal to the traps level. Use Table 105: DCs by Level on page 503 to determine the Thievery DC and spell DC, using the traps level and applying a hard adjustment (+2). The Stealth modifier for the trap is equal to this number 10. Stronger summoning runes usually require expert proficiency or better in Perception to find, and they might require a higher proficiency rank in Thievery to disable.","name":"Summoning Rune","rarity":"common","release_date":"2019-08-01","reset":"The trap resets each day at dawn","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup>, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA cloud of invisible magical sensors in a 10-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 526"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup>, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>","speed":{},"stealth":"+7 (trained)","summary":"A cloud of invisible magical sensors in a 10-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned.","summary_markdown":"A cloud of invisible magical sensors in a 10-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned.","text":" Summoning Rune Source Core Rulebook pg. 526 4.0 , Pathfinder #181: Zombie Feast pg. 40 Complexity Complex A cloud of invisible magical sensors in a 10-foot radius surrounds an invisible wall or floor rune the size of the creature to be summoned. --- Stealth +7 (trained) Disable Acrobatics DC 15 to approach without triggering the trap followed by Thievery DC 17 (trained) to erase the rune, or dispel magic (1st level; counteract DC 15) to counteract the rune Summon Monster Reaction (arcane, conjuration, summon); Trigger A creature enters the cloud of magical sensors. Effect This trap summons a specific level 1 creature, determined when the trap is created. The creature rolls initiative and remains for 2d6 rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures. --- Reset The trap resets each day at dawn Upgraded Summoning Runes You can make a summoning rune of nearly any level. It summons a creature of a level equal to the traps level. Use Table 105: DCs by Level on page 503 to determine the Thievery DC and spell DC, using the traps level and applying a hard adjustment (+2). The Stealth modifier for the trap is equal to this number 10. Stronger summoning runes usually require expert proficiency or better in Perception to find, and they might require a higher proficiency rank in Thievery to disable.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=20","weakness":{}}},{"_index":"aon18","_id":"hazard-21","_score":4.0463834,"_source":{"ac":19,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 18 (trained) to seal each water spout, Thievery DC 22 (trained) to open the trapdoor, or Athletics DC 22 to Force Open the trapdoor","exclude_from_search":false,"fortitude_save":8,"hardness":15,"hardness_raw":"15 Trapdoor Hardness","hazard_type":"Trap","hp":60,"hp_raw":"60 (BT 30); <b>Spout Hardness</b> 8, <b>Spout HP</b> 32 (BT 16)","id":"hazard-21","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Drowning Pit](/Hazards.aspx?ID=21)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA trapdoor covers a 10-foot-square pit thats 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit.\r\n\r\n---\r\n\r\n**Stealth**\r\n+10 (trained); DC 22 (expert) to notice the water spouts once the pit opens\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 18 (trained) to seal each water spout, Thievery DC 22 (trained) to open the trapdoor, or [Athletics](/Skills.aspx?ID=3) DC 22 to Force Open the trapdoor\n\n<column gap=\"tiny\">\r\n\r\n**AC** 19, **Fort** +8, **Ref** +5\r\n\r\n**Trapdoor Hardness**\r\n15\r\n\r\n**Trapdoor HP**\r\n60 (BT 30); **Spout Hardness** 8, **Spout HP** 32 (BT 16)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Pitfall** <actions string=\"Reaction\" /> **Trigger** A creature walks onto the trapdoor. **Effect** The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can [Grab an Edge](/Actions.aspx?ID=95) to avoid [falling](/Rules.aspx?ID=402). The trapdoor then slams shut, and the hazard rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the traps actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin [drowning](/Rules.aspx?ID=468).\r\n\r\n---\r\n**Reset**\r\nThe trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective.","name":"Drowning Pit","rarity":"common","reflex_save":5,"release_date":"2019-08-01","reset":"The trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA trapdoor covers a 10-foot-square pit thats 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden …\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 526"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>","speed":{},"stealth":"+10 (trained); DC 22 (expert) to notice the water spouts once the pit opens","summary":"A trapdoor covers a 10-foot-square pit thats 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden …","summary_markdown":"A trapdoor covers a 10-foot-square pit thats 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden …","text":" Drowning Pit Source Core Rulebook pg. 526 4.0 Complexity Complex A trapdoor covers a 10-foot-square pit thats 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit. --- Stealth +10 (trained); DC 22 (expert) to notice the water spouts once the pit opens Disable Thievery DC 18 (trained) to seal each water spout, Thievery DC 22 (trained) to open the trapdoor, or Athletics DC 22 to Force Open the trapdoor AC 19, Fort +8, Ref +5 Trapdoor Hardness 15 Trapdoor HP 60 (BT 30); Spout Hardness 8, Spout HP 32 (BT 16) Immunities critical hits, object immunities, precision damage Pitfall Reaction Trigger A creature walks onto the trapdoor. Effect The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can Grab an Edge to avoid falling. The trapdoor then slams shut, and the hazard rolls initiative. --- Routine (4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the traps actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning. --- Reset The trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=21","weakness":{}}},{"_index":"aon18","_id":"hazard-22","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Survival DC 18 (trained) to disturb the surface","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-22","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Quicksand](/Hazards.aspx?ID=22)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.\r\n\r\n---\r\n\r\n**Stealth**\r\n+12 (trained) (or 10 and no minimum proficiency if the surface is disturbed)\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) DC 18 (trained) to disturb the surface\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Submerge** <actions string=\"Free Action\" /> **Trigger** A Huge or smaller creature walks onto the quicksand. **Effect** The triggering creature sinks into the quicksand up to its waist. The quicksand rolls initiative if it hasnt already.\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid [suffocation](/Rules.aspx?ID=468).\n\n A creature in the quicksand can attempt a DC 20 [Athletics](/Skills.aspx?ID=3) check to [Swim](/Actions.aspx?ID=39) to either raise itself by one step if its submerged to its neck or worse, or to move 5 feet if its submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is [prone](/Conditions.aspx?ID=31) in a space adjacent to the quicksand patch. Other creatures can [Aid](/Actions.aspx?ID=75) the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 20 Athletics check, with the same results as if the creature attempted the check.\r\n\r\n---\r\n**Reset**\r\nThe hazard still submerges anyone who walks in, but the surface doesnt become hidden again until it settles over the course of 24 hours.","name":"Quicksand","rarity":"common","release_date":"2019-08-01","reset":"The hazard still submerges anyone who walks in, but the surface doesnt become hidden again until it settles over the course of 24 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 526"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>","speed":{},"stealth":"+12 (trained) (or 10 and no minimum proficiency if the surface is disturbed)","summary":"A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.","summary_markdown":"A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.","text":" Quicksand Source Core Rulebook pg. 526 4.0 Complexity Complex A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it. --- Stealth +12 (trained) (or 10 and no minimum proficiency if the surface is disturbed) Disable Survival DC 18 (trained) to disturb the surface Submerge Free Action Trigger A Huge or smaller creature walks onto the quicksand. Effect The triggering creature sinks into the quicksand up to its waist. The quicksand rolls initiative if it hasnt already. --- Routine (1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation. A creature in the quicksand can attempt a DC 20 Athletics check to Swim to either raise itself by one step if its submerged to its neck or worse, or to move 5 feet if its submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is prone in a space adjacent to the quicksand patch. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 20 Athletics check, with the same results as if the creature attempted the check. --- Reset The hazard still submerges anyone who walks in, but the surface doesnt become hidden again until it settles over the course of 24 hours.","trait":["Complex","Environmental"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=22","weakness":{}}},{"_index":"aon18","_id":"hazard-23","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 21 (trained) twice on the pillar, or Thievery DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below).","exclude_from_search":false,"fortitude_save":10,"hardness":12,"hardness_raw":"12 Pillar Hardness","hazard_type":"Trap","hp":48,"hp_raw":"48 (BT 24); <b>Panel Hardness</b> 5, <b>Panel HP</b> 20 (BT 10)","id":"hazard-23","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Spinning Blade Pillar](/Hazards.aspx?ID=23)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 527 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden control panel within 30 feet.\r\n\r\n---\r\n\r\n**Stealth**\r\n+11 (trained) or DC 26 (expert) to notice the control panel\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 21 (trained) twice on the pillar, or Thievery DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below).\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +10, **Ref** +12\r\n\r\n**Pillar Hardness**\r\n12\r\n\r\n**Pillar HP**\r\n48 (BT 24); **Panel Hardness** 5, **Panel HP** 20 (BT 10)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Rising Pillar** <actions string=\"Reaction\" /> (attack); **Trigger** A creature steps on one of the trapped floor tiles. **Effect** The trap pops up in a grid intersection and makes a spinning blade attack against one adjacent creature (if any), then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The trap uses its first action to make a spinning blade Strike against each adjacent creature, its second action to move straight in a random direction (roll 1d4 to determine the direction), and its third action to make a spinning blade Strike against each adjacent creature. This trap doesnt take a multiple attack penalty.<br />**Speed** 10 feet<br />**Melee** <actions string=\"Single Action\" /> spinning blade +12, **Damage** 2d10+5 slashing\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets after 1 minute.","name":"Spinning Blade Pillar","rarity":"common","reflex_save":12,"release_date":"2019-08-01","reset":"The trap deactivates and resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 527 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden …\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 527"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 527 <sup>4.0</sup></row>","speed":{},"stealth":"+11 (trained) or DC 26 (expert) to notice the control panel","summary":"A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden …","summary_markdown":"A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden …","text":" Spinning Blade Pillar Source Core Rulebook pg. 527 4.0 Complexity Complex A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden control panel within 30 feet. --- Stealth +11 (trained) or DC 26 (expert) to notice the control panel Disable Thievery DC 21 (trained) twice on the pillar, or Thievery DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below). AC 21, Fort +10, Ref +12 Pillar Hardness 12 Pillar HP 48 (BT 24); Panel Hardness 5, Panel HP 20 (BT 10) Immunities critical hits, object immunities, precision damage Rising Pillar Reaction (attack); Trigger A creature steps on one of the trapped floor tiles. Effect The trap pops up in a grid intersection and makes a spinning blade attack against one adjacent creature (if any), then rolls initiative. --- Routine (3 actions) The trap uses its first action to make a spinning blade Strike against each adjacent creature, its second action to move straight in a random direction (roll 1d4 to determine the direction), and its third action to make a spinning blade Strike against each adjacent creature. This trap doesnt take a multiple attack penalty. Speed 10 feet Melee Single Action spinning blade +12, Damage 2d10+5 slashing --- Reset The trap deactivates and resets after 1 minute.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=23","weakness":{}}},{"_index":"aon18","_id":"hazard-24","_score":4.0463834,"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 26 (expert) on the wheel to stop it from spinning, Thievery DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune","exclude_from_search":false,"fortitude_save":15,"hardness":14,"hardness_raw":"14","hazard_type":"Trap","hp":56,"hp_raw":"56 (BT 28)","id":"hazard-24","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Wheel of Misery](/Hazards.aspx?ID=24)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 527 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAn ornate wheel set into a wall—divided into six segments with colored runes on each—is controlled by a magical sensor that detects any creature within 100 feet in front of it.\r\n\r\n---\r\n\r\n**Stealth**\r\n+16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 26 (expert) on the wheel to stop it from spinning, Thievery DC 22 (master) to erase each rune, or [_dispel magic_](/Spells.aspx?ID=78) (4th level; counteract DC 22) to counteract each rune\n\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +15, **Ref** +13\r\n\r\n**Hardness**\r\n14\r\n\r\n**HP**\r\n56 (BT 28)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Wheel Spin** <actions string=\"Reaction\" /> **Trigger** A creature enters the sensors detection area. **Effect** The wheel begins to spin and rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d6 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spells target is centered on or otherwise includes the nearest creature in the area. This increases the spells range to 100 feet if necessary. Any spell cast by this trap is arcane. <ol><li>[_sleep_](/Spells.aspx?ID=288)</li> <li>[_paralyze_](/Spells.aspx?ID=213)</li> <li>[_lightning bolt_](/Spells.aspx?ID=172) (100-foot line)</li> <li>[_blindness_](/Spells.aspx?ID=26)</li> <li>[_acid arrow_](/Spells.aspx?ID=2)</li> <li>[_ray of enfeeblement_](/Spells.aspx?ID=244)</li></ol>\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor.","name":"Wheel of Misery","rarity":"common","reflex_save":13,"release_date":"2019-08-01","reset":"The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 527 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn ornate wheel set into a wall—divided into six segments with colored runes on each—is controlled by a magical sensor that detects any creature …\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 527"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 527 <sup>4.0</sup></row>","speed":{},"stealth":"+16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0","summary":"An ornate wheel set into a wall—divided into six segments with colored runes on each—is controlled by a magical sensor that detects any creature …","summary_markdown":"An ornate wheel set into a wall—divided into six segments with colored runes on each—is controlled by a magical sensor that detects any creature …","text":" Wheel of Misery Source Core Rulebook pg. 527 4.0 Complexity Complex An ornate wheel set into a wall—divided into six segments with colored runes on each—is controlled by a magical sensor that detects any creature within 100 feet in front of it. --- Stealth +16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0 Disable Thievery DC 26 (expert) on the wheel to stop it from spinning, Thievery DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune AC 24, Fort +15, Ref +13 Hardness 14 HP 56 (BT 28) Immunities critical hits, object immunities, precision damage Wheel Spin Reaction Trigger A creature enters the sensors detection area. Effect The wheel begins to spin and rolls initiative. --- Routine (2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d6 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spells target is centered on or otherwise includes the nearest creature in the area. This increases the spells range to 100 feet if necessary. Any spell cast by this trap is arcane. sleep paralyze lightning bolt (100-foot line) blindness acid arrow ray of enfeeblement --- Reset The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor.","trait":["Complex","Magical","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=24","weakness":{}}},{"_index":"aon18","_id":"hazard-25","_score":4.0463834,"_source":{"ac":27,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 21 (expert) on the control panel deactivates the trap","exclude_from_search":false,"fortitude_save":13,"hardness":14,"hardness_raw":"14","hazard_type":"Trap","hp":56,"hp_raw":"56 (BT 28) to destroy the control panel and disable the trap","id":"hazard-25","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Poisoned Dart Gallery](/Hazards.aspx?ID=25)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nCountless holes to launch poison darts from line a long hallway with a hidden control panel on the far end.\r\n\r\n---\r\n\r\n**Stealth**\r\n+16 (expert) or DC 31 (master) to notice the control panel\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 21 (expert) on the control panel deactivates the trap\n\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +13, **Ref** +17\r\n\r\n**Hardness**\r\n14\r\n\r\n**HP**\r\n56 (BT 28) to destroy the control panel and disable the trap\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Dart Volley** <actions string=\"Reaction\" /> (attack); **Trigger** A creature enters the hallway or ends its turn in the hallway. **Effect** The trap makes a poisoned dart Strike against the triggering creature, then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The trap launches one dart against every creature in the gallery as 1 action. Because it launches darts continuously, the trap can also use the Continuous Barrage free action (see below) to launch darts at each creature during that creatures turn.<br />**Ranged** poisoned dart +21, **Damage** 3d4 piercing plus flesset poison; no multiple attack penalty<br /> **Continuous Barrage** <actions string=\"Free Action\" /> **Trigger** A creature within the active gallery finishes an action. **Effect** The trap makes a poisoned dart Strike against the triggering creature.<br /> **Flesset Poison** (poison); **Saving Throw** DC 22 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage and clumsy 1 (1 round); **Stage 2** 2d6 poison damage and clumsy 2 (1 round); **Stage 3** 3d6 poison damage and clumsy 3 (1 round)\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets after 1 minute.","name":"Poisoned Dart Gallery","rarity":"common","reflex_save":17,"release_date":"2019-08-01","reset":"The trap deactivates and resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCountless holes to launch poison darts from line a long hallway with a hidden control panel on the far end.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 528"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>","speed":{},"stealth":"+16 (expert) or DC 31 (master) to notice the control panel","summary":"Countless holes to launch poison darts from line a long hallway with a hidden control panel on the far end.","summary_markdown":"Countless holes to launch poison darts from line a long hallway with a hidden control panel on the far end.","text":" Poisoned Dart Gallery Source Core Rulebook pg. 528 4.0 Complexity Complex Countless holes to launch poison darts from line a long hallway with a hidden control panel on the far end. --- Stealth +16 (expert) or DC 31 (master) to notice the control panel Disable Thievery DC 21 (expert) on the control panel deactivates the trap AC 27, Fort +13, Ref +17 Hardness 14 HP 56 (BT 28) to destroy the control panel and disable the trap Immunities critical hits, object immunities, precision damage Dart Volley Reaction (attack); Trigger A creature enters the hallway or ends its turn in the hallway. Effect The trap makes a poisoned dart Strike against the triggering creature, then rolls initiative. --- Routine (1 action) The trap launches one dart against every creature in the gallery as 1 action. Because it launches darts continuously, the trap can also use the Continuous Barrage free action (see below) to launch darts at each creature during that creatures turn. Ranged poisoned dart +21, Damage 3d4 piercing plus flesset poison; no multiple attack penalty Continuous Barrage Free Action Trigger A creature within the active gallery finishes an action. Effect The trap makes a poisoned dart Strike against the triggering creature. Flesset Poison (poison); Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and clumsy 1 (1 round); Stage 2 2d6 poison damage and clumsy 2 (1 round); Stage 3 3d6 poison damage and clumsy 3 (1 round) --- Reset The trap deactivates and resets after 1 minute.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=25","weakness":{}}},{"_index":"aon18","_id":"hazard-26","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 29 (expert) to block a channel, or Thievery DC 31 (master) to release the floor latch and escape to the chamber below","exclude_from_search":false,"fortitude_save":20,"hardness":12,"hardness_raw":"12 Channel Hardness","hazard_type":"Trap","hp":48,"hp_raw":"48 (BT 24) to destroy a channel gate (this prevents that channel from being disabled and stops the trap from resetting); <b>Floor Hardness</b> 18; <b>Floor HP</b> 72 (BT 36)","id":"hazard-26","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Lava Flume Tubes](/Hazards.aspx?ID=26)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour gated channels carved into stone allow lava to flow into a 15-foot-tall room; the floor can withdraw to allow the hardened lava to fall into a chamber beneath.\r\n\r\n---\r\n\r\n**Stealth**\r\n+19 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 29 (expert) to block a channel, or Thievery DC 31 (master) to release the floor latch and escape to the chamber below\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +20, **Ref** +16\r\n\r\n**Channel Hardness**\r\n12\r\n\r\n**Channel HP**\r\n48 (BT 24) to destroy a channel gate (this prevents that channel from being disabled and stops the trap from resetting); **Floor Hardness** 18; **Floor HP** 72 (BT 36)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Flume Activation** <actions string=\"Reaction\" /> **Trigger** A creature tries to leave the room. **Effect** The exits seal instantly and the trap rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) The trap loses 1 action per disabled channel each turn. On each action, a different channel spews lava, dealing 4d6 fire damage to each creature within 10 feet of the channel (DC 27 basic Reflex save), and increasing the depth of the lava in the room by 1 foot (4 feet per round if all the channels are active).\n\n A creature that starts its turn in lava takes 8d6 fire damage and is [immobilized](/Conditions.aspx?ID=24) until it [Escapes](/Actions.aspx?ID=79) the hardening lava (DC 27). The creature might [suffocate](/Rules.aspx?ID=468) if covered in lava. Lava from the previous round hardens fully at the start of the traps turn, effectively raising the floor of the room. Once the room is full of lava, the trap stops taking actions, but creatures in the room remain stuck until the floor opens and the trap resets.\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets after 1 hour by withdrawing the floor, cracking and dumping the hardened lava (and any creatures trapped inside) into the chamber. Creatures [fall](/Rules.aspx?ID=402) 40 feet, taking falling damage (typically 17 bludgeoning damage).","name":"Lava Flume Tubes","rarity":"common","reflex_save":16,"release_date":"2019-08-01","reset":"The trap deactivates and resets after 1 hour by withdrawing the floor, cracking and dumping the hardened lava (and any creatures trapped inside) into the chamber. Creatures <%RULES%402%%>fall<%END> 40 feet, taking falling damage (typically 17 bludgeoning damage).","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour gated channels carved into stone allow lava to flow into a 15-foot-tall room; the floor can withdraw to allow the hardened lava to fall into a …\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 528"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>","speed":{},"stealth":"+19 (trained)","summary":"Four gated channels carved into stone allow lava to flow into a 15-foot-tall room; the floor can withdraw to allow the hardened lava to fall into a …","summary_markdown":"Four gated channels carved into stone allow lava to flow into a 15-foot-tall room; the floor can withdraw to allow the hardened lava to fall into a …","text":" Lava Flume Tubes Source Core Rulebook pg. 528 4.0 Complexity Complex Four gated channels carved into stone allow lava to flow into a 15-foot-tall room; the floor can withdraw to allow the hardened lava to fall into a chamber beneath. --- Stealth +19 (trained) Disable Thievery DC 29 (expert) to block a channel, or Thievery DC 31 (master) to release the floor latch and escape to the chamber below AC 30, Fort +20, Ref +16 Channel Hardness 12 Channel HP 48 (BT 24) to destroy a channel gate (this prevents that channel from being disabled and stops the trap from resetting); Floor Hardness 18; Floor HP 72 (BT 36) Immunities critical hits, object immunities, precision damage Flume Activation Reaction Trigger A creature tries to leave the room. Effect The exits seal instantly and the trap rolls initiative. --- Routine (4 actions) The trap loses 1 action per disabled channel each turn. On each action, a different channel spews lava, dealing 4d6 fire damage to each creature within 10 feet of the channel (DC 27 basic Reflex save), and increasing the depth of the lava in the room by 1 foot (4 feet per round if all the channels are active). A creature that starts its turn in lava takes 8d6 fire damage and is immobilized until it Escapes the hardening lava (DC 27). The creature might suffocate if covered in lava. Lava from the previous round hardens fully at the start of the traps turn, effectively raising the floor of the room. Once the room is full of lava, the trap stops taking actions, but creatures in the room remain stuck until the floor opens and the trap resets. --- Reset The trap deactivates and resets after 1 hour by withdrawing the floor, cracking and dumping the hardened lava (and any creatures trapped inside) into the chamber. Creatures fall 40 feet, taking falling damage (typically 17 bludgeoning damage).","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=26","weakness":{}}},{"_index":"aon18","_id":"hazard-27","_score":4.0463834,"_source":{"ac":33,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 27 (expert) to take apart a telekinetic cloud, Thievery DC 32 (master) to disable each telekinetic decoration, or dispel magic (6th level; counteract DC 30) to counteract each telekinetic decoration","exclude_from_search":false,"fortitude_save":24,"hardness":22,"hardness_raw":"22","hazard_type":"Trap","hp":88,"hp_raw":"88 (BT 44) per telekinetic cloud","id":"hazard-27","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Telekinetic Swarm Trap](/Hazards.aspx?ID=27)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack all creatures in the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+24 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 27 (expert) to take apart a telekinetic cloud, Thievery DC 32 (master) to disable each telekinetic decoration, or [_dispel magic_](/Spells.aspx?ID=78) (6th level; counteract DC 30) to counteract each telekinetic decoration\n\n<column gap=\"tiny\">\r\n\r\n**AC** 33, **Fort** +24, **Ref** +19\r\n\r\n**Hardness**\r\n22\r\n\r\n**HP**\r\n88 (BT 44) per telekinetic cloud\n\n</column>\r\n\r\n**Agitate** <actions string=\"Reaction\" /> (arcane, evocation); **Trigger** A creature stays in the room for at least 6 seconds. **Effect** Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the traps targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target, at which point the decoration designates a new target.\n\n---\r\n**Routine**\r\n(9 actions) Each decoration uses 3 of the traps actions each turn, and the trap loses 3 actions each turn for every decoration that is disabled. A decoration uses its first action to move its cloud of objects up to 200 feet, its second action to make the objects Strike, and its third action to add more objects to the cloud, increasing its damage by 1d12 (to a maximum of 4d12+10). If a decorations cloud is already at maximum damage, it does nothing with its third action.\n\n If a decorations cloud has been destroyed, the decoration instead spends its first action to create a new cloud of objects inside the room (using the starting damage value) and then its second and third actions to have the cloud move and attack.<br /> **Melee** <actions string=\"Single Action\" /> objects +24, **Damage** 2d12+10 bludgeoning\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets 10 minutes after it has no target creatures (because the creatures either moved too far away or died).","name":"Telekinetic Swarm Trap","rarity":"common","reflex_save":19,"release_date":"2019-08-01","reset":"The trap deactivates and resets 10 minutes after it has no target creatures (because the creatures either moved too far away or died).","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack …\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 528"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>","speed":{},"stealth":"+24 (expert)","summary":"Three innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack …","summary_markdown":"Three innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack …","text":" Telekinetic Swarm Trap Source Core Rulebook pg. 528 4.0 Complexity Complex Three innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack all creatures in the room. --- Stealth +24 (expert) Disable Thievery DC 27 (expert) to take apart a telekinetic cloud, Thievery DC 32 (master) to disable each telekinetic decoration, or dispel magic (6th level; counteract DC 30) to counteract each telekinetic decoration AC 33, Fort +24, Ref +19 Hardness 22 HP 88 (BT 44) per telekinetic cloud Agitate Reaction (arcane, evocation); Trigger A creature stays in the room for at least 6 seconds. Effect Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the traps targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target, at which point the decoration designates a new target. --- Routine (9 actions) Each decoration uses 3 of the traps actions each turn, and the trap loses 3 actions each turn for every decoration that is disabled. A decoration uses its first action to move its cloud of objects up to 200 feet, its second action to make the objects Strike, and its third action to add more objects to the cloud, increasing its damage by 1d12 (to a maximum of 4d12+10). If a decorations cloud is already at maximum damage, it does nothing with its third action. If a decorations cloud has been destroyed, the decoration instead spends its first action to create a new cloud of objects inside the room (using the starting damage value) and then its second and third actions to have the cloud move and attack. Melee Single Action objects +24, Damage 2d12+10 bludgeoning --- Reset The trap deactivates and resets 10 minutes after it has no target creatures (because the creatures either moved too far away or died).","trait":["Complex","Magical","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=27","weakness":{}}},{"_index":"aon18","_id":"hazard-28","_score":4.0463834,"_ignored":["disable.keyword","reset.keyword"],"_source":{"ac":34,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 34 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 39 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time","exclude_from_search":false,"fortitude_save":25,"hardness":1,"hardness_raw":"1","hazard_type":"Trap","hp":4,"hp_raw":"4 (BT 2), the mirror cant be damaged while any mirror duplicate is alive","id":"hazard-28","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Darkside Mirror](/Hazards.aspx?ID=28)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA magic mirror replaces characters with evil mirror duplicates from another dimension.\r\n\r\n---\r\n\r\n**Stealth**\r\n+24 (master) to notice it isnt a regular mirror\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 34 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 39 (master) to permanently disable the mirror once all mirror duplicates are dead, or [_dispel magic_](/Spells.aspx?ID=78) (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time\n\n<column gap=\"tiny\">\r\n\r\n**AC** 34, **Fort** +25, **Ref** +20\r\n\r\n**Hardness**\r\n1\r\n\r\n**HP**\r\n4 (BT 2), the mirror cant be damaged while any mirror duplicate is alive\n\n</column>\r\n\r\n**Reflection of Evil** <actions string=\"Reaction\" /> (arcane, conjuration, teleportation); **Trigger** A non-evil creature is reflected in the mirror. **Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.\r\n\r\n---\r\n**Reset**\r\nThe mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with Thievery, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even spells like [_plane shift_](/Spells.aspx?ID=222) can't reach them.","name":"Darkside Mirror","rarity":"common","reflex_save":20,"release_date":"2019-08-01","reset":"The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with Thievery, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even spells like <%SPELLS%222%%><i>plane shift</i><%END> can't reach them.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA magic mirror replaces characters with evil mirror duplicates from another dimension.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 528"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 528 <sup>4.0</sup></row>","speed":{},"stealth":"+24 (master) to notice it isnt a regular mirror","summary":"A magic mirror replaces characters with evil mirror duplicates from another dimension.","summary_markdown":"A magic mirror replaces characters with evil mirror duplicates from another dimension.","text":" Darkside Mirror Source Core Rulebook pg. 528 4.0 Complexity Complex A magic mirror replaces characters with evil mirror duplicates from another dimension. --- Stealth +24 (master) to notice it isnt a regular mirror Disable Thievery DC 34 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 39 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time AC 34, Fort +25, Ref +20 Hardness 1 HP 4 (BT 2), the mirror cant be damaged while any mirror duplicate is alive Reflection of Evil Reaction (arcane, conjuration, teleportation); Trigger A non-evil creature is reflected in the mirror. Effect The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative. --- Routine (1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. --- Reset The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with Thievery, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even spells like plane shift can't reach them.","trait":["Complex","Magical","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=28","weakness":{}}},{"_index":"aon18","_id":"hazard-29","_score":4.0463834,"_ignored":["disable.keyword","reset.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 42 (master) to pierce the invisible larynx so precisely that the magic releases in a trickle before the trap activates, Thievery DC 44 (legendary) three times to deconstruct the larynx while the trap is active in such a way that it tears the spell apart, or spell DC 38 (9th level) to counteract the wail of the banshee before the trap activates","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-29","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Banshee's Symphony](/Hazards.aspx?ID=29)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 529 <sup>4.0</sup></row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA magically contagious wail of the banshee spell is trapped in the larynx of an invisible, mummified elf.\r\n\r\n---\r\n\r\n**Stealth**\r\n+30 (legendary)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 42 (master) to pierce the invisible larynx so precisely that the magic releases in a trickle before the trap activates, Thievery DC 44 (legendary) three times to deconstruct the larynx while the trap is active in such a way that it tears the spell apart, or spell DC 38 (9th level) to counteract the [_wail of the banshee_](/Spells.aspx?ID=361) before the trap activates\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Scream** <actions string=\"Reaction\" /> **Trigger** Three or more living creatures remain within 100 feet of the trap for 6 seconds or longer. **Effect** The trap releases an arcane wail of the banshee (DC 40) with a 100-foot-radius emanation instead of 40 feet, targeting all living creatures in the area, and rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The trap uses its action to force one random creature that failed its save against _wail of the banshee_ last turn to emit a _wail of the banshee_ with the same statistics as the initial one. The creature wails even if it is dead or unable to speak, no matter how far away from the trap it is. Unlike a casting of the spell, the drained condition from this traps _wail of the banshee_ spells increases the targets drained condition values. A creature that critically succeeds at any of its saves can still be affected by the trap on future rounds, but cant be forced to wail by the trap.\r\n\r\n---\r\n**Reset**\r\nThe trap ends when the trap is unable to make a creature scream (usually because no creature failed its save on the previous turn or because all creatures have critically succeeded in the past). It then resets over 24 hours, as a new scream builds up in the mummified larynx.","name":"Banshee's Symphony","rarity":"common","release_date":"2019-08-01","reset":"The trap ends when the trap is unable to make a creature scream (usually because no creature failed its save on the previous turn or because all creatures have critically succeeded in the past). It then resets over 24 hours, as a new scream builds up in the mummified larynx.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 529 <sup>4.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA magically contagious wail of the banshee spell is trapped in the larynx of an invisible, mummified elf.\r\n</summary>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 529"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 529 <sup>4.0</sup></row>","speed":{},"stealth":"+30 (legendary)","summary":"A magically contagious wail of the banshee spell is trapped in the larynx of an invisible, mummified elf.","summary_markdown":"A magically contagious wail of the banshee spell is trapped in the larynx of an invisible, mummified elf.","text":" Banshee's Symphony Source Core Rulebook pg. 529 4.0 Complexity Complex A magically contagious wail of the banshee spell is trapped in the larynx of an invisible, mummified elf. --- Stealth +30 (legendary) Disable Thievery DC 42 (master) to pierce the invisible larynx so precisely that the magic releases in a trickle before the trap activates, Thievery DC 44 (legendary) three times to deconstruct the larynx while the trap is active in such a way that it tears the spell apart, or spell DC 38 (9th level) to counteract the wail of the banshee before the trap activates Scream Reaction Trigger Three or more living creatures remain within 100 feet of the trap for 6 seconds or longer. Effect The trap releases an arcane wail of the banshee (DC 40) with a 100-foot-radius emanation instead of 40 feet, targeting all living creatures in the area, and rolls initiative. --- Routine (1 action) The trap uses its action to force one random creature that failed its save against wail of the banshee last turn to emit a wail of the banshee with the same statistics as the initial one. The creature wails even if it is dead or unable to speak, no matter how far away from the trap it is. Unlike a casting of the spell, the drained condition from this traps wail of the banshee spells increases the targets drained condition values. A creature that critically succeeds at any of its saves can still be affected by the trap on future rounds, but cant be forced to wail by the trap. --- Reset The trap ends when the trap is unable to make a creature scream (usually because no creature failed its save on the previous turn or because all creatures have critically succeeded in the past). It then resets over 24 hours, as a new scream builds up in the mummified larynx.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=29","weakness":{}}},{"_index":"aon18","_id":"hazard-30","_score":4.0463834,"_source":{"ac":19,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival (trained) or Thievery (expert) DC 20 to rearrange the webbing","exclude_from_search":false,"fortitude_save":9,"hazard_type":"Trap","id":"hazard-30","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Web Lurker Deadfall](/Hazards.aspx?ID=30)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 325</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) (trained) or [Thievery](/Skills.aspx?ID=17) (expert) DC 20 to rearrange the webbing\n\n<column gap=\"tiny\">\r\n\r\n**AC** 19, **Fort** +9, **Ref** +9\n\n</column>\r\n\r\n**Deadfall** <actions string=\"Reaction\" /> **Trigger** A creature steps into the square with the web tripwire. **Effect** All creatures in the traps 10-foot square take 2d6 bludgeoning damage (DC 20 basic Reflex save).","name":"Web Lurker Deadfall","rarity":"common","reflex_save":9,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 325</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square.\r\n</summary>","source":["Bestiary"],"source_raw":["Bestiary pg. 325"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 325</row>","speed":{},"stealth":"DC 23","summary":"A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square.","summary_markdown":"A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square.","text":" Web Lurker Deadfall Source Bestiary pg. 325 Complexity Simple A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square. --- Stealth DC 23 Disable Survival (trained) or Thievery (expert) DC 20 to rearrange the webbing AC 19, Fort +9, Ref +9 Deadfall Reaction Trigger A creature steps into the square with the web tripwire. Effect All creatures in the traps 10-foot square take 2d6 bludgeoning damage (DC 20 basic Reflex save).","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=30","weakness":{}}},{"_index":"aon18","_id":"hazard-31","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival (trained) or Thievery (expert) DC 18 to rearrange the webbing","exclude_from_search":false,"fortitude_save":11,"hazard_type":"Trap","id":"hazard-31","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Web Lurker Noose](/Hazards.aspx?ID=31)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 325</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nDiscreet webbing at throat level snags a creature that walks into it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) (trained) or [Thievery](/Skills.aspx?ID=17) (expert) DC 18 to rearrange the webbing\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +11, **Ref** +5\n\n</column>\r\n\r\n**Web Noose** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)); **Trigger** A creature steps into the square with the web tripwire. **Effect** The web lurker noose makes a noose Strike against the triggering creature.<br />**Melee** noose +13 ([deadly d10](/Traits.aspx?ID=174)), **Damage** 3d6 bludgeoning and the target is grabbed and pulled off the ground (Escape DC 22). The target takes 1d6 bludgeoning damage at the end of each of its turns as long as its caught in the noose.","name":"Web Lurker Noose","rarity":"common","reflex_save":5,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 325</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDiscreet webbing at throat level snags a creature that walks into it.\r\n</summary>","source":["Bestiary"],"source_raw":["Bestiary pg. 325"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 325</row>","speed":{},"stealth":"DC 22","summary":"Discreet webbing at throat level snags a creature that walks into it.","summary_markdown":"Discreet webbing at throat level snags a creature that walks into it.","text":" Web Lurker Noose Source Bestiary pg. 325 Complexity Simple Discreet webbing at throat level snags a creature that walks into it. --- Stealth DC 22 Disable Survival (trained) or Thievery (expert) DC 18 to rearrange the webbing AC 18, Fort +11, Ref +5 Web Noose Reaction (attack); Trigger A creature steps into the square with the web tripwire. Effect The web lurker noose makes a noose Strike against the triggering creature. Melee noose +13 (deadly d10), Damage 3d6 bludgeoning and the target is grabbed and pulled off the ground (Escape DC 22). The target takes 1d6 bludgeoning damage at the end of each of its turns as long as its caught in the noose.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=31","weakness":{}}},{"_index":"aon18","_id":"hazard-32","_score":4.0463834,"_source":{"ac":12,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Survival to carefully approach and cut the mushrooms air sac without triggering the shrieker","exclude_from_search":false,"fortitude_save":8,"hazard_type":"Environmental","hp":9,"hp_raw":"9","id":"hazard-32","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":-1,"markdown":"<title level=\"1\" right=\"Hazard -1\" pfs=\"\">[Shrieker](/Hazards.aspx?ID=32)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis human-sized purple mushroom emits a piercing shriek when disturbed.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 12\r\n\r\n**Disable**\r\nDC 18 [Survival](/Skills.aspx?ID=16) to carefully approach and cut the mushrooms air sac without triggering the shrieker\n\n<column gap=\"tiny\">\r\n\r\n**AC** 12, **Fort** +8, **Ref** +2\n\n**HP**\r\n9\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Shriek** <actions string=\"Reaction\" /> **Trigger** A creature or light source approaches within 10 feet of the shrieker or the shrieker takes damage; **Effect** The shrieker emits a deafening screech that deals 1d6 sonic damage to creatures within 30 feet (DC 16 basic Fortitude save; creatures that critically fail this saving throw are [deafened](/Conditions.aspx?ID=8) for 1 minute).\n\n---\r\n**Reset**\r\n1 minute","name":"Shrieker","rarity":"common","reflex_save":2,"release_date":"2020-02-26","reset":"1 minute","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis human-sized purple mushroom emits a piercing shriek when disturbed.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 77"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>","speed":{},"stealth":"DC 12","summary":"This human-sized purple mushroom emits a piercing shriek when disturbed.","summary_markdown":"This human-sized purple mushroom emits a piercing shriek when disturbed.","text":" Shrieker Source Gamemastery Guide pg. 77 Complexity Simple This human-sized purple mushroom emits a piercing shriek when disturbed. --- Stealth DC 12 Disable DC 18 Survival to carefully approach and cut the mushrooms air sac without triggering the shrieker AC 12, Fort +8, Ref +2 HP 9 Immunities critical hits, object immunities, precision damage Shriek Reaction Trigger A creature or light source approaches within 10 feet of the shrieker or the shrieker takes damage; Effect The shrieker emits a deafening screech that deals 1d6 sonic damage to creatures within 30 feet (DC 16 basic Fortitude save; creatures that critically fail this saving throw are deafened for 1 minute). --- Reset 1 minute","trait":["Environmental","Fungus"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fungus](/Traits.aspx?ID=77)","trait_raw":["Environmental","Fungus"],"type":"Hazard","url":"/Hazards.aspx?ID=32","weakness":{}}},{"_index":"aon18","_id":"hazard-33","_score":4.0463834,"_source":{"ac":16,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 19 Survival (trained) to safely dislodge the snow, or deal any amount of fire damage to destroy the hazard without triggering it","exclude_from_search":false,"fortitude_save":10,"hazard_type":"Environmental","hp":8,"hp_raw":"8","id":"hazard-33","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":0,"markdown":"<title level=\"1\" right=\"Hazard 0\" pfs=\"\">[Snowfall](/Hazards.aspx?ID=33)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nLoose snow and ice have built up on a high surface, such as a tree branch or a rooftop. Its grip on the surface is tenuous, and it is likely to fall if the surface moves.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 16 (trained)\r\n\r\n**Disable**\r\nDC 19 [Survival](/Skills.aspx?ID=16) (trained) to safely dislodge the snow, or deal any amount of fire damage to destroy the hazard without triggering it\n\n<column gap=\"tiny\">\r\n\r\n**AC** 16, **Fort** +10, **Ref** +8\n\n**HP**\r\n8\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Snowdrop** <actions string=\"Reaction\" /> **Trigger** A creature moves beneath where the snowfall is resting; **Effect** Ice and snow fall on the triggering creature, dealing 2d6+3 bludgeoning damage (DC 18 basic Reflex save) and soaking their clothing. Until they change into fresh clothing or spend at least an hour in an area of normal or higher temperature, they treat [cold environments](/Rules.aspx?ID=642) as one step colder (for example, mild cold as severe cold).","name":"Snowfall","rarity":"common","reflex_save":8,"release_date":"2020-02-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLoose snow and ice have built up on a high surface, such as a tree branch or a rooftop. Its grip on the surface is tenuous, and it is likely to fall …\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 77"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>","speed":{},"stealth":"DC 16 (trained)","summary":"Loose snow and ice have built up on a high surface, such as a tree branch or a rooftop. Its grip on the surface is tenuous, and it is likely to fall …","summary_markdown":"Loose snow and ice have built up on a high surface, such as a tree branch or a rooftop. Its grip on the surface is tenuous, and it is likely to fall …","text":" Snowfall Source Gamemastery Guide pg. 77 Complexity Simple Loose snow and ice have built up on a high surface, such as a tree branch or a rooftop. Its grip on the surface is tenuous, and it is likely to fall if the surface moves. --- Stealth DC 16 (trained) Disable DC 19 Survival (trained) to safely dislodge the snow, or deal any amount of fire damage to destroy the hazard without triggering it AC 16, Fort +10, Ref +8 HP 8 Immunities critical hits, object immunities, precision damage Snowdrop Reaction Trigger A creature moves beneath where the snowfall is resting; Effect Ice and snow fall on the triggering creature, dealing 2d6+3 bludgeoning damage (DC 18 basic Reflex save) and soaking their clothing. Until they change into fresh clothing or spend at least an hour in an area of normal or higher temperature, they treat cold environments as one step colder (for example, mild cold as severe cold).","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=33","weakness":{}}},{"_index":"aon18","_id":"hazard-34","_score":4.0463834,"_source":{"ac":19,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 17 Survival (trained) to dislodge it","exclude_from_search":false,"fortitude_save":10,"hazard_type":"Environmental","hp":26,"hp_raw":"26 (BT 13)","id":"hazard-34","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Hampering Web](/Hazards.aspx?ID=34)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSemitransparent sheets of webbing span the entryway, ready to capture small insects or hamper larger creatures that pass through.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (expert)\r\n\r\n**Disable**\r\nDC 17 [Survival](/Skills.aspx?ID=16) (trained) to dislodge it\n\n<column gap=\"tiny\">\r\n\r\n**AC** 19, **Fort** +10, **Ref** +11\n\n**HP**\r\n26 (BT 13)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Ensnare** <actions string=\"Reaction\" /> **Trigger** A creature that isnt a spider walks into the web; **Effect** The web wraps around the triggering creatures body, clinging to their limbs. The triggering creature must succeed at a DC 20 Reflex save or take a 10-foot circumstance penalty to all their Speeds until they [Escape](/Actions.aspx?ID=79) the web (DC 20). On a critical failure, the webbing also clings to the creatures face, making them [sickened 1](/Conditions.aspx?ID=34), and they cant attempt to reduce this condition until they Escape the web.","name":"Hampering Web","rarity":"common","reflex_save":11,"release_date":"2020-02-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSemitransparent sheets of webbing span the entryway, ready to capture small insects or hamper larger creatures that pass through.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 77"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>","speed":{},"stealth":"DC 18 (expert)","summary":"Semitransparent sheets of webbing span the entryway, ready to capture small insects or hamper larger creatures that pass through.","summary_markdown":"Semitransparent sheets of webbing span the entryway, ready to capture small insects or hamper larger creatures that pass through.","text":" Hampering Web Source Gamemastery Guide pg. 77 Complexity Simple Semitransparent sheets of webbing span the entryway, ready to capture small insects or hamper larger creatures that pass through. --- Stealth DC 18 (expert) Disable DC 17 Survival (trained) to dislodge it AC 19, Fort +10, Ref +11 HP 26 (BT 13) Immunities critical hits, object immunities, precision damage Ensnare Reaction Trigger A creature that isnt a spider walks into the web; Effect The web wraps around the triggering creatures body, clinging to their limbs. The triggering creature must succeed at a DC 20 Reflex save or take a 10-foot circumstance penalty to all their Speeds until they Escape the web (DC 20). On a critical failure, the webbing also clings to the creatures face, making them sickened 1, and they cant attempt to reduce this condition until they Escape the web.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=34","weakness":{}}},{"_index":"aon18","_id":"hazard-35","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Survival (trained) to safely remove the mold","exclude_from_search":false,"fortitude_save":11,"hazard_type":"Environmental","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-35","immunity":["critical hits","fire","object immunities","precision damage"],"immunity_markdown":"critical hits, fire, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Brown Mold](/Hazards.aspx?ID=35)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis unassuming fungus leeches heat out of the air.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 21 (trained)\r\n\r\n**Disable**\r\nDC 18 [Survival](/Skills.aspx?ID=16) (trained) to safely remove the mold\r\n\r\n**Emit Cold** ([aura](/Traits.aspx?ID=206), [cold](/Traits.aspx?ID=27)); 5 feet. Brown mold deals 2d6 cold damage to nearby creatures.\r\n\r\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +11, **Ref** +5\n\n**HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, fire, object immunities, precision damage\r\n\r\n**Weaknesses**\r\ncold 10\n\n</column>\r\n\r\n**Leech Warmth** <actions string=\"Reaction\" /> **Trigger** Fire comes within 5 feet of the brown mold; **Effect** The brown mold expands into every square adjacent to its space. As it grows, it pulls more heat from its surroundings, dealing 2d6+6 cold damage (DC 18 basic Fortitude save) to creatures within 10 feet after it expands.\n\n---\r\n**Reset**\r\nAfter expanding, the brown mold cant grow again for 1 day.","name":"Brown Mold","rarity":"common","reflex_save":5,"release_date":"2020-02-26","reset":"After expanding, the brown mold cant grow again for 1 day.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis unassuming fungus leeches heat out of the air.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 77"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>","speed":{},"stealth":"DC 21 (trained)","summary":"This unassuming fungus leeches heat out of the air.","summary_markdown":"This unassuming fungus leeches heat out of the air.","text":" Brown Mold Source Gamemastery Guide pg. 77 Complexity Simple This unassuming fungus leeches heat out of the air. --- Stealth DC 21 (trained) Disable DC 18 Survival (trained) to safely remove the mold Emit Cold (aura, cold); 5 feet. Brown mold deals 2d6 cold damage to nearby creatures. AC 18, Fort +11, Ref +5 HP 30 (BT 15) Immunities critical hits, fire, object immunities, precision damage Weaknesses cold 10 Leech Warmth Reaction Trigger Fire comes within 5 feet of the brown mold; Effect The brown mold expands into every square adjacent to its space. As it grows, it pulls more heat from its surroundings, dealing 2d6+6 cold damage (DC 18 basic Fortitude save) to creatures within 10 feet after it expands. --- Reset After expanding, the brown mold cant grow again for 1 day.","trait":["Environmental","Fungus"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fungus](/Traits.aspx?ID=77)","trait_raw":["Environmental","Fungus"],"type":"Hazard","url":"/Hazards.aspx?ID=35","weakness":{"cold":10},"weakness_markdown":"cold 10","weakness_raw":"cold 10"}},{"_index":"aon18","_id":"hazard-36","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Survival (trained) to navigate a safe path","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-36","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Treacherous Scree](/Hazards.aspx?ID=36)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and prone to slipping.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\nDC 20 [Survival](/Skills.aspx?ID=16) (trained) to navigate a safe path\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Rockslide** <actions string=\"Reaction\" /> **Trigger** A creature steps on the unstable ground; **Effect** Rocks tumble and slip beneath its feet. The triggering creature must attempt a DC 21 Reflex save as they tumble against the rocks, which deal 2d10+13 bludgeoning damage.\r\n\r\n**Critical Success** The creature takes no damage.<br />\r\n**Success** The creature takes half damage and falls [prone](/Conditions.aspx?ID=31) in its space.<br />\r\n**Failure** The creature takes full damage, falls prone in its space, and tumbles down to the bottom of the slope.<br />\r\n**Critical Failure** As failure, but double damage.","name":"Treacherous Scree","rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and prone to slipping.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 77"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 77</row>","speed":{},"stealth":"DC 23 (trained)","summary":"The footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and prone to slipping.","summary_markdown":"The footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and prone to slipping.","text":" Treacherous Scree Source Gamemastery Guide pg. 77 Complexity Simple The footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and prone to slipping. --- Stealth DC 23 (trained) Disable DC 20 Survival (trained) to navigate a safe path Rockslide Reaction Trigger A creature steps on the unstable ground; Effect Rocks tumble and slip beneath its feet. The triggering creature must attempt a DC 21 Reflex save as they tumble against the rocks, which deal 2d10+13 bludgeoning damage. Critical Success The creature takes no damage. Success The creature takes half damage and falls prone in its space. Failure The creature takes full damage, falls prone in its space, and tumbles down to the bottom of the slope. Critical Failure As failure, but double damage.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=36","weakness":{}}},{"_index":"aon18","_id":"hazard-37","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Survival (trained) to mislead the flytraps sense of weight and pressure","exclude_from_search":false,"fortitude_save":15,"hazard_type":"Environmental","hp":56,"hp_raw":"56 (BT 28)","id":"hazard-37","immunity":["mental"],"immunity_markdown":"mental","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Titanic Flytrap](/Hazards.aspx?ID=37)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nOn the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, reaching 10 feet across and reinforced with woody branches and lined with paralytic hairs.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (trained)\r\n\r\n**Disable**\r\nDC 22 [Survival](/Skills.aspx?ID=16) (trained) to mislead the flytraps sense of weight and pressure\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +15, **Ref** +8\n\n**HP**\r\n56 (BT 28)\r\n\r\n**Immunities**\r\nmental\r\n\r\n**Weaknesses**\r\nacid 20, fire 10\n\n</column>\r\n\r\n**Snap Shut** <actions string=\"Reaction\" /> **Trigger** A Small or Medium creature moves into a square that is within reach of the flytraps hidden jaws; **Effect** The flytraps jaws snap shut, making a jaws Strike against the triggering creature.\n\n **Melee** <actions string=\"Single Action\" /> jaws +17, **Effect** devour \n\n**Devour** The target is trapped by the flytraps jaws, gaining the [grabbed](/Conditions.aspx?ID=20) condition until it [Escapes](/Actions.aspx?ID=79) (DC 21). Additionally, it is exposed to the titanic flytrap toxin from the hundreds of tiny hairs that line the inside of its leaves. If the flytraps jaws Strike was a critical success, the target takes a 2 circumstance penalty to its saving throws against this poison. At the end of each of targets turns that it remains grabbed, the target takes 3d6 acid damage.\n\n **Titanic Flytrap Toxin** ([contact](/Traits.aspx?ID=37), [poison](/Traits.aspx?ID=126)) **Saving Throw** DC 21 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 2d6 poison damage and [stunned 1](/Conditions.aspx?ID=36) (1 round); **Stage 2** 3d6 poison damage and stunned 2 (1 round); **Stage 3** 4d6 poison damage and [paralyzed](/Conditions.aspx?ID=28) (1 round)\n\n---\r\n**Reset**\r\n1 hour (or longer, after a large meal)","name":"Titanic Flytrap","rarity":"common","reflex_save":8,"release_date":"2020-02-26","reset":"1 hour (or longer, after a large meal)","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOn the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, …\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 78"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>","speed":{},"stealth":"DC 25 (trained)","summary":"On the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, …","summary_markdown":"On the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, …","text":" Titanic Flytrap Source Gamemastery Guide pg. 78 Complexity Simple On the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, reaching 10 feet across and reinforced with woody branches and lined with paralytic hairs. --- Stealth DC 25 (trained) Disable DC 22 Survival (trained) to mislead the flytraps sense of weight and pressure AC 21, Fort +15, Ref +8 HP 56 (BT 28) Immunities mental Weaknesses acid 20, fire 10 Snap Shut Reaction Trigger A Small or Medium creature moves into a square that is within reach of the flytraps hidden jaws; Effect The flytraps jaws snap shut, making a jaws Strike against the triggering creature. Melee Single Action jaws +17, Effect devour Devour The target is trapped by the flytraps jaws, gaining the grabbed condition until it Escapes (DC 21). Additionally, it is exposed to the titanic flytrap toxin from the hundreds of tiny hairs that line the inside of its leaves. If the flytraps jaws Strike was a critical success, the target takes a 2 circumstance penalty to its saving throws against this poison. At the end of each of targets turns that it remains grabbed, the target takes 3d6 acid damage. Titanic Flytrap Toxin (contact, poison) Saving Throw DC 21 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison damage and stunned 1 (1 round); Stage 2 3d6 poison damage and stunned 2 (1 round); Stage 3 4d6 poison damage and paralyzed (1 round) --- Reset 1 hour (or longer, after a large meal)","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=37","weakness":{"acid":20,"fire":10},"weakness_markdown":"acid 20, fire 10","weakness_raw":"acid 20, fire 10"}},{"_index":"aon18","_id":"hazard-38","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"ac":19,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 23 Religion (trained) to exorcise the spirit, or DC 23 Thievery (trained) to quickly cover the mirror","exclude_from_search":false,"fortitude_save":15,"hardness":13,"hardness_raw":"13","hazard_type":"Haunt","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-38","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Spectral Reflection](/Hazards.aspx?ID=38)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe reflection in the mirror subtly twists and distorts, its expression taking on an unnerving sneer of malice.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 26 (expert)\r\n\r\n**Disable**\r\nDC 23 [Religion](/Skills.aspx?ID=13) (trained) to exorcise the spirit, or DC 23 Thievery (trained) to quickly cover the mirror\n\n<column gap=\"tiny\">\r\n\r\n**AC** 19, **Fort** +15, **Ref** +10\r\n\r\n**Hardness**\r\n13\r\n\r\n**HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spectral Impale** <actions string=\"Reaction\" /> **Trigger** A living creature approaches within 15 feet of the mirror, and the mirror is lit with dim or brighter light; **Effect** Shadowy barbs impale the body of the reflected creature as the haunt makes a shadow barbs Strike.\n\n **Melee** <actions string=\"Single Action\" /> shadow barbs +19, **Damage** 4d8+9 negative plus sap vitality \n\n**Sap Vitality** A creature hit by the reflections shadow barbs must attempt a DC 22 Fortitude save as the haunt tries to draw a portion of its vital essence into the mirror. The target is [drained 1](/Conditions.aspx?ID=10) on a failed saving throw, or drained 2 on a critical failure.\n\n---\r\n**Reset**\r\nThe haunt re-forms after 1 minute, manifesting in any mirror within its infused area (see Special below). \n\n**Special** Spectral reflections often infuse entire buildings, manifesting in any sufficiently large mirror. The example Hit Points and Hardness given represent a typical mirror reinforced by the haunt; at your discretion, the haunt might appear in reflective surfaces that are harder to destroy. Defeating a manifestation through damage destroys the surface, preventing the haunt from using it again. If this haunt appears in an area with many mirrors, consider giving PCs double or even triple the XP for a typical simple hazard.","name":"Spectral Reflection","rarity":"common","reflex_save":10,"release_date":"2020-02-26","reset":"The haunt re-forms after 1 minute, manifesting in any mirror within its infused area (see Special below). <br /><br /><b>Special</b> Spectral reflections often infuse entire buildings, manifesting in any sufficiently large mirror. The example Hit Points and Hardness given represent a typical mirror reinforced by the haunt; at your discretion, the haunt might appear in reflective surfaces that are harder to destroy. Defeating a manifestation through damage destroys the surface, preventing the haunt from using it again. If this haunt appears in an area with many mirrors, consider giving PCs double or even triple the XP for a typical simple hazard.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe reflection in the mirror subtly twists and distorts, its expression taking on an unnerving sneer of malice.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 78"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>","speed":{},"stealth":"DC 26 (expert)","summary":"The reflection in the mirror subtly twists and distorts, its expression taking on an unnerving sneer of malice.","summary_markdown":"The reflection in the mirror subtly twists and distorts, its expression taking on an unnerving sneer of malice.","text":" Spectral Reflection Source Gamemastery Guide pg. 78 Complexity Simple The reflection in the mirror subtly twists and distorts, its expression taking on an unnerving sneer of malice. --- Stealth DC 26 (expert) Disable DC 23 Religion (trained) to exorcise the spirit, or DC 23 Thievery (trained) to quickly cover the mirror AC 19, Fort +15, Ref +10 Hardness 13 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Spectral Impale Reaction Trigger A living creature approaches within 15 feet of the mirror, and the mirror is lit with dim or brighter light; Effect Shadowy barbs impale the body of the reflected creature as the haunt makes a shadow barbs Strike. Melee Single Action shadow barbs +19, Damage 4d8+9 negative plus sap vitality Sap Vitality A creature hit by the reflections shadow barbs must attempt a DC 22 Fortitude save as the haunt tries to draw a portion of its vital essence into the mirror. The target is drained 1 on a failed saving throw, or drained 2 on a critical failure. --- Reset The haunt re-forms after 1 minute, manifesting in any mirror within its infused area (see Special below). Special Spectral reflections often infuse entire buildings, manifesting in any sufficiently large mirror. The example Hit Points and Hardness given represent a typical mirror reinforced by the haunt; at your discretion, the haunt might appear in reflective surfaces that are harder to destroy. Defeating a manifestation through damage destroys the surface, preventing the haunt from using it again. If this haunt appears in an area with many mirrors, consider giving PCs double or even triple the XP for a typical simple hazard.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=38","weakness":{}}},{"_index":"aon18","_id":"hazard-39","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 28 Performance (trained) to disrupt the songs resonance with another tune or DC 28 Religion (trained) to ritually silence the spirits","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-39","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Ghostly Choir](/Hazards.aspx?ID=39)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (expert)\r\n\r\n**Disable**\r\nDC 28 [Performance](/Skills.aspx?ID=12) (trained) to disrupt the songs resonance with another tune or DC 28 [Religion](/Skills.aspx?ID=13) (trained) to ritually silence the spirits\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Profane Chant** <actions string=\"Reaction\" /> ([auditory](/Traits.aspx?ID=16), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature moves within 10 feet of the section of floor from which the choir can arise; **Effect** The choir rises, and its song deals 4d8+18 mental damage to non-evil creatures within 30 feet of the souls spectral forms. Affected creatures must each attempt a DC 24 Will save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage and becomes [frightened 1](/Conditions.aspx?ID=19).<br />\r\n**Failure** The creature takes full damage and becomes frightened 2.<br />\r\n**Critical Failure** The creature takes double damage. It also becomes frightened 3 and [fleeing](/Conditions.aspx?ID=17) for 1 round.","name":"Ghostly Choir","rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 78"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>","speed":{},"stealth":"DC 20 (expert)","summary":"A choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound.","summary_markdown":"A choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound.","text":" Ghostly Choir Source Gamemastery Guide pg. 78 Complexity Simple A choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound. --- Stealth DC 20 (expert) Disable DC 28 Performance (trained) to disrupt the songs resonance with another tune or DC 28 Religion (trained) to ritually silence the spirits Profane Chant Reaction (auditory, emotion, enchantment, fear, mental, occult) Trigger A creature moves within 10 feet of the section of floor from which the choir can arise; Effect The choir rises, and its song deals 4d8+18 mental damage to non-evil creatures within 30 feet of the souls spectral forms. Affected creatures must each attempt a DC 24 Will save. Critical Success The creature is unaffected. Success The creature takes half damage and becomes frightened 1. Failure The creature takes full damage and becomes frightened 2. Critical Failure The creature takes double damage. It also becomes frightened 3 and fleeing for 1 round.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=39","weakness":{}}},{"_index":"aon18","_id":"hazard-40","_score":4.0463834,"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 Survival (expert) to carefully peel the slime off the ceiling without touching it","exclude_from_search":false,"fortitude_save":25,"hazard_type":"Environmental","hp":200,"hp_raw":"200 (BT 100)","id":"hazard-40","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Green Slime](/Hazards.aspx?ID=40)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA caustic green film clings to the ceiling above, watching for prey to pass beneath it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert)\r\n\r\n**Disable**\r\nDC 33 [Survival](/Skills.aspx?ID=16) (expert) to carefully peel the slime off the ceiling without touching it\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +25, **Ref** +15\n\n**HP**\r\n200 (BT 100)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\ncold 20, fire 20\n\n</column>\r\n\r\n**Dissolving Ambush** <actions string=\"Reaction\" /> **Trigger** A creature walks beneath the slime; **Effect** The green slime drops on top of the creature, attempting to dissolve it into a nutritious slurry. The target must attempt a DC 28 Reflex save.\r\n\r\n**Critical Success** The target leaps out of the way, and it is unaffected.<br />\r\n**Success** A small amount of the slime splashes onto the target. The target is [drained 1](/Conditions.aspx?ID=10).<br />\r\n**Failure** The slime lands on its target. The target is drained 1, and this condition value increases by 1 at the end of its turn each round until the slime is removed. If the target reaches drained 4, the next time its drained value would increase, it dies and collapses into a slurry of nutrients. A slime covering a target can no longer be removed through Survival checks, and damage dealt to the slime is also dealt to the target (applying the targets immunities, weaknesses, and resistances rather than those of the green slime).<br />\r\n**Critical Failure** The slime completely coats its target. This has the same effect as a failure, except the target is immediately drained 2, becomes drained 4 after 1 round, and dies after 2 rounds.\n\n---\r\n**Reset**\r\n1 hour, as the slime feasts and then slowly creeps back up to the ceiling","name":"Green Slime","rarity":"common","reflex_save":15,"release_date":"2020-02-26","reset":"1 hour, as the slime feasts and then slowly creeps back up to the ceiling","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA caustic green film clings to the ceiling above, watching for prey to pass beneath it.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 78"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 78</row>","speed":{},"stealth":"DC 30 (expert)","summary":"A caustic green film clings to the ceiling above, watching for prey to pass beneath it.","summary_markdown":"A caustic green film clings to the ceiling above, watching for prey to pass beneath it.","text":" Green Slime Source Gamemastery Guide pg. 78 Complexity Simple A caustic green film clings to the ceiling above, watching for prey to pass beneath it. --- Stealth DC 30 (expert) Disable DC 33 Survival (expert) to carefully peel the slime off the ceiling without touching it AC 20, Fort +25, Ref +15 HP 200 (BT 100) Immunities critical hits, object immunities, precision damage Weaknesses cold 20, fire 20 Dissolving Ambush Reaction Trigger A creature walks beneath the slime; Effect The green slime drops on top of the creature, attempting to dissolve it into a nutritious slurry. The target must attempt a DC 28 Reflex save. Critical Success The target leaps out of the way, and it is unaffected. Success A small amount of the slime splashes onto the target. The target is drained 1. Failure The slime lands on its target. The target is drained 1, and this condition value increases by 1 at the end of its turn each round until the slime is removed. If the target reaches drained 4, the next time its drained value would increase, it dies and collapses into a slurry of nutrients. A slime covering a target can no longer be removed through Survival checks, and damage dealt to the slime is also dealt to the target (applying the targets immunities, weaknesses, and resistances rather than those of the green slime). Critical Failure The slime completely coats its target. This has the same effect as a failure, except the target is immediately drained 2, becomes drained 4 after 1 round, and dies after 2 rounds. --- Reset 1 hour, as the slime feasts and then slowly creeps back up to the ceiling","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=40","weakness":{"cold":20,"fire":20},"weakness_markdown":"cold 20, fire 20","weakness_raw":"cold 20, fire 20"}},{"_index":"aon18","_id":"hazard-41","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 36 Arcana , Nature , Occultism , or Religion (master) to convince the spirit that the targets magical knowledge is too great to be trifled with","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-41","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Jealous Abjurer](/Hazards.aspx?ID=41)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA robe-clad spirit rises out of the floor, pointing an accusing finger.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 33 (master)\r\n\r\n**Disable**\r\nDC 36 [Arcana](/Skills.aspx?ID=2), [Nature](/Skills.aspx?ID=10), [Occultism](/Skills.aspx?ID=11), or [Religion](/Skills.aspx?ID=13) (master) to convince the spirit that the targets magical knowledge is too great to be trifled with\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Rend Magic** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [arcane](/Traits.aspx?ID=11)) Trigger A creature that is currently affected by a beneficial spell approaches within 30 feet of the abjurer; **Effect** Envying the fame and magical prowess of others, the jealous abjurer attempts to engineer a catastrophic failure in the highest-level beneficial spell currently affecting its target. It attempts a counteract check with a +26 modifier. If the counteract check succeeds, the spell is dispelled, and the creature it had been affecting takes 4d12+30 force damage as the spell violently implodes (DC 32 basic Reflex save).\n\n---\r\n**Reset**\r\n1 hour","name":"Jealous Abjurer","rarity":"common","release_date":"2020-02-26","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA robe-clad spirit rises out of the floor, pointing an accusing finger.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 79"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>","speed":{},"stealth":"DC 33 (master)","summary":"A robe-clad spirit rises out of the floor, pointing an accusing finger.","summary_markdown":"A robe-clad spirit rises out of the floor, pointing an accusing finger.","text":" Jealous Abjurer Source Gamemastery Guide pg. 79 Complexity Simple A robe-clad spirit rises out of the floor, pointing an accusing finger. --- Stealth DC 33 (master) Disable DC 36 Arcana, Nature, Occultism, or Religion (master) to convince the spirit that the targets magical knowledge is too great to be trifled with Rend Magic Reaction (abjuration, arcane) Trigger A creature that is currently affected by a beneficial spell approaches within 30 feet of the abjurer; Effect Envying the fame and magical prowess of others, the jealous abjurer attempts to engineer a catastrophic failure in the highest-level beneficial spell currently affecting its target. It attempts a counteract check with a +26 modifier. If the counteract check succeeds, the spell is dispelled, and the creature it had been affecting takes 4d12+30 force damage as the spell violently implodes (DC 32 basic Reflex save). --- Reset 1 hour","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=41","weakness":{}}},{"_index":"aon18","_id":"hazard-42","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 40 Athletics (trained) to push back so forcefully that the spirits fear being thrown off the cliff, or DC 40 Religion (expert) to temporarily seal the spirits away","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-42","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Plummeting Doom](/Hazards.aspx?ID=42)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nFour vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 40 (master) to hear the echoes of a faraway object crashing into the ground\r\n\r\n**Disable**\r\nDC 40 [Athletics](/Skills.aspx?ID=3) (trained) to push back so forcefully that the spirits fear being thrown off the cliff, or DC 40 [Religion](/Skills.aspx?ID=13) (expert) to temporarily seal the spirits away\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Call of the Ground** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [abjuration](/Traits.aspx?ID=2)) **Trigger** A creature approaches within 15 feet of the edge of the cliff; **Effect** Each spirit attempts to throw a creature within 60 feet of the cliffs edge off the cliff by attempting a check with a +26 modifier against the targets Fortitude DC. If the haunt succeeds, the target is thrown over the edge of the cliff, where it then falls 120 feet to the ground.\n\n Until the haunt is defeated, each creature within 60 feet of the cliffs edge must attempt a DC 40 Will save each time they would spend an action or reaction to [Arrest a Fall](/Actions.aspx?ID=91), [Fly](/Actions.aspx?ID=94), [Grab an Edge](/Actions.aspx?ID=95), or otherwise avoid falling; if they fail the save, the action is disrupted. The haunt automatically attempts to counteract spells that would slow a fall or mitigate the effects of falling, such as [_feather fall_](/Spells.aspx?ID=111), with a counteract modifier of +32.\n\n---\r\n**Reset**\r\n1 hour","name":"Plummeting Doom","rarity":"common","release_date":"2020-02-26","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 79"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>","speed":{},"stealth":"DC 40 (master) to hear the echoes of a faraway object crashing into the ground","summary":"Four vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff.","summary_markdown":"Four vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff.","text":" Plummeting Doom Source Gamemastery Guide pg. 79 Complexity Simple Four vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff. --- Stealth DC 40 (master) to hear the echoes of a faraway object crashing into the ground Disable DC 40 Athletics (trained) to push back so forcefully that the spirits fear being thrown off the cliff, or DC 40 Religion (expert) to temporarily seal the spirits away Call of the Ground Reaction (divine, abjuration) Trigger A creature approaches within 15 feet of the edge of the cliff; Effect Each spirit attempts to throw a creature within 60 feet of the cliffs edge off the cliff by attempting a check with a +26 modifier against the targets Fortitude DC. If the haunt succeeds, the target is thrown over the edge of the cliff, where it then falls 120 feet to the ground. Until the haunt is defeated, each creature within 60 feet of the cliffs edge must attempt a DC 40 Will save each time they would spend an action or reaction to Arrest a Fall, Fly, Grab an Edge, or otherwise avoid falling; if they fail the save, the action is disrupted. The haunt automatically attempts to counteract spells that would slow a fall or mitigate the effects of falling, such as feather fall , with a counteract modifier of +32. --- Reset 1 hour","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=42","weakness":{}}},{"_index":"aon18","_id":"hazard-43","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 46 Religion (master) to inspire a deity to intervene and counteract the ritual","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-43","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Grasp of the Damned](/Hazards.aspx?ID=43)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThese desperate spirits are the echoes of people who committed great atrocities in the name of an evil god. Now, they are left with only the knowledge that their souls have been damned, and the unwavering belief that they can better their fate by providing powerful sacrifices for their fiendish masters.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 43 (master)\r\n\r\n**Disable**\r\nDC 46 [Religion](/Skills.aspx?ID=13) (master) to inspire a deity to intervene and counteract the ritual\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Mark for Damnation** <actions string=\"Reaction\" /> ([death](/Traits.aspx?ID=40), [divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** Three or more sentient living creatures of 13th level or higher enter the haunts area; **Effect** The haunt deals 6d12+35 negative damage to each creature in the haunts area, and each creature must attempt a DC 40 Will save.<br />\n\n**Critical Success** The creature takes no damage and is [doomed 1](/Conditions.aspx?ID=9).<br />\n**Success** The creature takes half damage and is doomed 1.<br />\n**Failure** The creature takes full damage, becomes doomed 2, and is marked for damnation.<br />\n**Critical Failure** The creature takes double damage, becomes doomed 3, and is marked for damnation.\n\nIf a creature that is marked for damnation dies within the next 24 hours, including from the haunts damage, its soul is immediately dragged away to the plane of the evil deity that the damned spirits served, where the creatures soul is held captive by one of that deitys powerful servitors. Only [_wish_](/Spells.aspx?ID=377) and similarly potent effects are able to recover the lost soul directly; however, it is also possible to recover the soul by journeying to the evil plane and defeating the souls captor.\n\n---\r\n**Reset**\r\n1 day","name":"Grasp of the Damned","rarity":"common","release_date":"2020-02-26","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese desperate spirits are the echoes of people who committed great atrocities in the name of an evil god. Now, they are left with only the …\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 79"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 79</row>","speed":{},"stealth":"DC 43 (master)","summary":"These desperate spirits are the echoes of people who committed great atrocities in the name of an evil god. Now, they are left with only the …","summary_markdown":"These desperate spirits are the echoes of people who committed great atrocities in the name of an evil god. Now, they are left with only the …","text":" Grasp of the Damned Source Gamemastery Guide pg. 79 Complexity Simple These desperate spirits are the echoes of people who committed great atrocities in the name of an evil god. Now, they are left with only the knowledge that their souls have been damned, and the unwavering belief that they can better their fate by providing powerful sacrifices for their fiendish masters. --- Stealth DC 43 (master) Disable DC 46 Religion (master) to inspire a deity to intervene and counteract the ritual Mark for Damnation Reaction (death, divine, necromancy) Trigger Three or more sentient living creatures of 13th level or higher enter the haunts area; Effect The haunt deals 6d12+35 negative damage to each creature in the haunts area, and each creature must attempt a DC 40 Will save. Critical Success The creature takes no damage and is doomed 1. Success The creature takes half damage and is doomed 1. Failure The creature takes full damage, becomes doomed 2, and is marked for damnation. Critical Failure The creature takes double damage, becomes doomed 3, and is marked for damnation. If a creature that is marked for damnation dies within the next 24 hours, including from the haunts damage, its soul is immediately dragged away to the plane of the evil deity that the damned spirits served, where the creatures soul is held captive by one of that deitys powerful servitors. Only wish and similarly potent effects are able to recover the lost soul directly; however, it is also possible to recover the soul by journeying to the evil plane and defeating the souls captor. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=43","weakness":{}}},{"_index":"aon18","_id":"hazard-44","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 27 Diplomacy (expert) to temporarily calm the rage of one of the three spirits, or DC 30 Religion (trained) to exorcise one of the spirits; three total successes are required to disable the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-44","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Eternal Flame](/Hazards.aspx?ID=44)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred remains of a group of three people who burned to death, whether in a terrible accident or a deliberate execution, and their unavenged souls burn with rage.\r\n\r\n---\r\n\r\n**Stealth**\r\n+18 (expert)\r\n\r\n**Disable**\r\nDC 27 [Diplomacy](/Skills.aspx?ID=6) (expert) to temporarily calm the rage of one of the three spirits, or DC 30 [Religion](/Skills.aspx?ID=13) (trained) to exorcise one of the spirits; three total successes are required to disable the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Searing Agony** <actions string=\"Reaction\" /> ([divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106)) **Trigger** A living creature approaches within 10 feet of the remains of a victim of the original fire; **Effect** Memories of the pain suffered by the fires past victims assault the triggering creatures mind. The creature must attempt a DC 25 Will save, and the haunt then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [sickened 1](/Conditions.aspx?ID=34).<br />\r\n**Failure** The creature is sickened 2.<br />\r\n**Critical Failure** The creature is sickened 3, and it is [flat-footed](/Conditions.aspx?ID=16) for as long as it remains within the haunts area and for 3 rounds thereafter.\r\n\r\n---\r\n**Routine**\r\n(1 action) Phantom flames rage across the haunted area, dealing 4d6 fire damage to each living creature within the area (DC 23 basic Will save). Undead creatures in the area are infused with flames for the following round. They gain the [fire](/Traits.aspx?ID=72) trait and immunity to fire, and all their attacks deal an additional 1d6 fire damage. Objects in the area are unaffected.\r\n\r\n---\r\n**Reset**\r\nThe flames cease 1 minute after all living creatures leave the area, but after 1 hour, the anger and pain simmer up and the haunt is ready to trigger again.","name":"Eternal Flame","rarity":"common","release_date":"2020-02-26","reset":"The flames cease 1 minute after all living creatures leave the area, but after 1 hour, the anger and pain simmer up and the haunt is ready to trigger again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred …\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 80"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>","speed":{},"stealth":"+18 (expert)","summary":"A raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred …","summary_markdown":"A raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred …","text":" Eternal Flame Source Gamemastery Guide pg. 80 Complexity Complex A raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred remains of a group of three people who burned to death, whether in a terrible accident or a deliberate execution, and their unavenged souls burn with rage. --- Stealth +18 (expert) Disable DC 27 Diplomacy (expert) to temporarily calm the rage of one of the three spirits, or DC 30 Religion (trained) to exorcise one of the spirits; three total successes are required to disable the haunt Searing Agony Reaction (divination, mental) Trigger A living creature approaches within 10 feet of the remains of a victim of the original fire; Effect Memories of the pain suffered by the fires past victims assault the triggering creatures mind. The creature must attempt a DC 25 Will save, and the haunt then rolls initiative. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 3, and it is flat-footed for as long as it remains within the haunts area and for 3 rounds thereafter. --- Routine (1 action) Phantom flames rage across the haunted area, dealing 4d6 fire damage to each living creature within the area (DC 23 basic Will save). Undead creatures in the area are infused with flames for the following round. They gain the fire trait and immunity to fire, and all their attacks deal an additional 1d6 fire damage. Objects in the area are unaffected. --- Reset The flames cease 1 minute after all living creatures leave the area, but after 1 hour, the anger and pain simmer up and the haunt is ready to trigger again.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=44","weakness":{}}},{"_index":"aon18","_id":"hazard-45","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 28 Deception (expert) twice to confound the haunt with your own deceptions, or DC 28 Occultism (trained) twice to create a ward against the haunts mental influence","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-45","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Confounding Betrayal](/Hazards.aspx?ID=45)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAllies appear to shed their disguises and reveal themselves to be malevolent monsters.\r\n\r\n---\r\n\r\n**Stealth**\r\n+21 (expert)\r\n\r\n**Disable**\r\nDC 28 [Deception](/Skills.aspx?ID=5) (expert) twice to confound the haunt with your own deceptions, or DC 28 [Occultism](/Skills.aspx?ID=11) (trained) twice to create a ward against the haunts mental influence\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Unmask** <actions string=\"Reaction\" /> ([illusion](/Traits.aspx?ID=92), [occult](/Traits.aspx?ID=120)) **Trigger** Two or more creatures enter the haunts area; **Effect** Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 Will save.\r\n\r\n**Critical Success** The creature sees through the illusions entirely and is temporarily immune to the haunts routine for 1 minute.<br />\r\n**Success** The creature is unaffected by the strange images.<br />\r\n**Failure** The creature believes the illusions to be true; if they become [confused](/Conditions.aspx?ID=5) by the haunts routine, they cant attempt flat checks to end the confused condition when they take damage.<br />\r\n**Critical Failure** As failure, but the creature is left with a lingering suspicion of others and cant benefit from [Aid](/Actions.aspx?ID=75) reactions for 24 hours.\r\n\r\n---\r\n**Routine**\r\n(1 action; [illusion](/Traits.aspx?ID=92), [incapacitation](/Traits.aspx?ID=93), [occult](/Traits.aspx?ID=120)) The haunt continues to confound victims senses and inspire them to commit violence against each other. Each creature in the haunts area must attempt a DC 26 Will save.\n\n**Critical Success** The creature is unaffected and temporarily immune for 1 minute.<br />\n**Success** The creature is unaffected.<br />\n**Failure** The creature is confused for 1 round.<br />\n**Critical Failure** The creature is confused for 1 minute.\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.","name":"Confounding Betrayal","rarity":"common","release_date":"2020-02-26","reset":"The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAllies appear to shed their disguises and reveal themselves to be malevolent monsters.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 80"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>","speed":{},"stealth":"+21 (expert)","summary":"Allies appear to shed their disguises and reveal themselves to be malevolent monsters.","summary_markdown":"Allies appear to shed their disguises and reveal themselves to be malevolent monsters.","text":" Confounding Betrayal Source Gamemastery Guide pg. 80 Complexity Complex Allies appear to shed their disguises and reveal themselves to be malevolent monsters. --- Stealth +21 (expert) Disable DC 28 Deception (expert) twice to confound the haunt with your own deceptions, or DC 28 Occultism (trained) twice to create a ward against the haunts mental influence Unmask Reaction (illusion, occult) Trigger Two or more creatures enter the haunts area; Effect Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 Will save. Critical Success The creature sees through the illusions entirely and is temporarily immune to the haunts routine for 1 minute. Success The creature is unaffected by the strange images. Failure The creature believes the illusions to be true; if they become confused by the haunts routine, they cant attempt flat checks to end the confused condition when they take damage. Critical Failure As failure, but the creature is left with a lingering suspicion of others and cant benefit from Aid reactions for 24 hours. --- Routine (1 action; illusion, incapacitation, occult) The haunt continues to confound victims senses and inspire them to commit violence against each other. Each creature in the haunts area must attempt a DC 26 Will save. Critical Success The creature is unaffected and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is confused for 1 round. Critical Failure The creature is confused for 1 minute. --- Reset The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=45","weakness":{}}},{"_index":"aon18","_id":"hazard-46","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"three DC 35 Athletics , Crafting , or Survival checks to move or construct barricades strong enough to create a shelter from the flood. While this creates a safe place to stand, creatures outside of the barricaded area may still be in danger depending on the nature and the source of the flood.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-46","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Perilous Flash Flood](/Hazards.aspx?ID=46)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nWhether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its container, this relentless flood batters everything in its path.\r\n\r\n---\r\n\r\n**Stealth**\r\n+22 (expert)\r\n\r\n**Disable**\r\nthree DC 35 [Athletics](/Skills.aspx?ID=3), [Crafting](/Skills.aspx?ID=4), or [Survival](/Skills.aspx?ID=16) checks to move or construct barricades strong enough to create a shelter from the flood. While this creates a safe place to stand, creatures outside of the barricaded area may still be in danger depending on the nature and the source of the flood.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Burst Free** <actions string=\"Reaction\" /> **Trigger** A creature or effect breaks the floods containment; **Effect** The hazard rolls initiative as the flood surges forth.\n\n---\r\n**Routine**\r\n(1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a DC 30 Fortitude save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a DC 20 Athletics check to [Swim](/Actions.aspx?ID=39) in order to move, and those who do not succeed at a check to Swim each round may drown.\n\n**Critical Success** The creature takes no damage.<br />\n**Success** The creature takes half damage.<br />\n**Failure** The creature takes full damage and is moved 10 feet along with the water.<br />\n**Critical Failure** The creature takes double damage and is moved 20 feet along with the water.\n<ul><li>**Acidic Runoff** This caustic flood dissolves flesh as it moves, dealing 1d12 bludgeoning damage and 1d12+8 acid damage. Additionally, it deals 2d6 [persistent acid damage](/Conditions.aspx?ID=29) to creatures who critically fail their Fortitude saves. </li><li>**Battering Waves** This flood of rushing water deals 2d12+10 bludgeoning damage. </li><li>**Repulsive Refuse** This flood has picked up tainted or disease-ridden objects like sewer runoff or rotting food. It deals 2d12+8 bludgeoning damage. Each creature exposed to the flood must attempt a DC 29 Fortitude save, becoming [sickened 1](/Conditions.aspx?ID=34) on a failure or sickened 2 on a critical failure. Additionally, creatures who come into contact with the flood waters are exposed to [filth fever](/Monsters.aspx?ID=346) (DC 20 Fortitude). </li><li> **Sharp Debris** The waters have picked up various objects, some of which are particularly sharp. The flood deals 1d12 bludgeoning damage and 1d12+12 piercing damage. </li><li>**Sticky Goo** The substance is particularly sticky. It deals 2d12+6 bludgeoning damage. Additionally, each creature in the flood must attempt a DC 29 Reflex save at the beginning of their turn each round. On a failed saving throw, they take a 10-foot circumstance penalty to all their Speeds for 1 round. On a critical failure, they are instead [immobilized](/Conditions.aspx?ID=24) for 1 round.</li></ul>","name":"Perilous Flash Flood","rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its …\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 80"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 80</row>","speed":{},"stealth":"+22 (expert)","summary":"Whether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its …","summary_markdown":"Whether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its …","text":" Perilous Flash Flood Source Gamemastery Guide pg. 80 Complexity Complex Whether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its container, this relentless flood batters everything in its path. --- Stealth +22 (expert) Disable three DC 35 Athletics, Crafting, or Survival checks to move or construct barricades strong enough to create a shelter from the flood. While this creates a safe place to stand, creatures outside of the barricaded area may still be in danger depending on the nature and the source of the flood. Burst Free Reaction Trigger A creature or effect breaks the floods containment; Effect The hazard rolls initiative as the flood surges forth. --- Routine (1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a DC 30 Fortitude save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a DC 20 Athletics check to Swim in order to move, and those who do not succeed at a check to Swim each round may drown. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and is moved 10 feet along with the water. Critical Failure The creature takes double damage and is moved 20 feet along with the water. Acidic Runoff This caustic flood dissolves flesh as it moves, dealing 1d12 bludgeoning damage and 1d12+8 acid damage. Additionally, it deals 2d6 persistent acid damage to creatures who critically fail their Fortitude saves. Battering Waves This flood of rushing water deals 2d12+10 bludgeoning damage. Repulsive Refuse This flood has picked up tainted or disease-ridden objects like sewer runoff or rotting food. It deals 2d12+8 bludgeoning damage. Each creature exposed to the flood must attempt a DC 29 Fortitude save, becoming sickened 1 on a failure or sickened 2 on a critical failure. Additionally, creatures who come into contact with the flood waters are exposed to filth fever (DC 20 Fortitude). Sharp Debris The waters have picked up various objects, some of which are particularly sharp. The flood deals 1d12 bludgeoning damage and 1d12+12 piercing damage. Sticky Goo The substance is particularly sticky. It deals 2d12+6 bludgeoning damage. Additionally, each creature in the flood must attempt a DC 29 Reflex save at the beginning of their turn each round. On a failed saving throw, they take a 10-foot circumstance penalty to all their Speeds for 1 round. On a critical failure, they are instead immobilized for 1 round. ","trait":["Complex","Environmental"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=46","weakness":{}}},{"_index":"aon18","_id":"hazard-47","_score":4.0463834,"_source":{"ac":33,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 35 Thievery (master) to precisely adjust the blades so that they destroy each other, or DC 38 Religion (expert) to weaken the haunt; four successes are required to disable it","exclude_from_search":false,"fortitude_save":27,"hardness":20,"hardness_raw":"20","hazard_type":"Haunt","hp":100,"hp_raw":"100 (BT 50)","id":"hazard-47","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Flensing Blades](/Hazards.aspx?ID=47)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 81</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA whirling tornado of spectrally propelled glass and steel slices whatever it touches to ribbons.\r\n\r\n---\r\n\r\n**Stealth**\r\n+25 (expert)\r\n\r\n**Disable**\r\nDC 35 [Thievery](/Skills.aspx?ID=17) (master) to precisely adjust the blades so that they destroy each other, or DC 38 [Religion](/Skills.aspx?ID=13) (expert) to weaken the haunt; four successes are required to disable it\n\n<column gap=\"tiny\">\r\n\r\n**AC** 33, **Fort** +27, **Ref** +25, **Will** +22\r\n\r\n**Hardness**\r\n20\r\n\r\n**HP**\r\n100 (BT 50)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\npositive 15\n\n</column>\r\n\r\n**Whirling Blade** <actions string=\"Reaction\" /> **Trigger** Three or more creatures enter the area of the haunt; **Effect** sharp fragments lift up from the ground and begin to spin in rapid circles taking up one 5-foot square. The haunt rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The tornado of blades uses 3 actions to move, traveling up to 30 feet with each action and dealing 2d10+10 slashing damage. Each creature in its path must attempt a DC 33 Reflex save.<br />\n\n**Critical Success** The creature is unaffected.<br />\n**Success** The creature takes half damage.<br />\n**Failure** The creature takes full damage plus 1d10 [persistent bleed damage](/Conditions.aspx?ID=29).<br />\n**Critical Failure** The creature takes double damage and 1d10 persistent bleed damage. It also becomes [wounded 1](/Conditions.aspx?ID=42) (or increases its wounded value by 1, if it is already wounded).\n\nEach successful check to disable this hazard reduces the haunts movement by 30 feet, and the fourth success disables it completely.\r\n\r\n---\r\n**Reset**\r\nThe haunt draws jagged shards back into its area over the course of an hour, after which it can trigger again.","name":"Flensing Blades","rarity":"common","reflex_save":25,"release_date":"2020-02-26","reset":"The haunt draws jagged shards back into its area over the course of an hour, after which it can trigger again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA whirling tornado of spectrally propelled glass and steel slices whatever it touches to ribbons.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 81"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 81</row>","speed":{},"stealth":"+25 (expert)","summary":"A whirling tornado of spectrally propelled glass and steel slices whatever it touches to ribbons.","summary_markdown":"A whirling tornado of spectrally propelled glass and steel slices whatever it touches to ribbons.","text":" Flensing Blades Source Gamemastery Guide pg. 81 Complexity Complex A whirling tornado of spectrally propelled glass and steel slices whatever it touches to ribbons. --- Stealth +25 (expert) Disable DC 35 Thievery (master) to precisely adjust the blades so that they destroy each other, or DC 38 Religion (expert) to weaken the haunt; four successes are required to disable it AC 33, Fort +27, Ref +25, Will +22 Hardness 20 HP 100 (BT 50) Immunities critical hits, object immunities, precision damage Weaknesses positive 15 Whirling Blade Reaction Trigger Three or more creatures enter the area of the haunt; Effect sharp fragments lift up from the ground and begin to spin in rapid circles taking up one 5-foot square. The haunt rolls initiative. --- Routine (3 actions) The tornado of blades uses 3 actions to move, traveling up to 30 feet with each action and dealing 2d10+10 slashing damage. Each creature in its path must attempt a DC 33 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage plus 1d10 persistent bleed damage. Critical Failure The creature takes double damage and 1d10 persistent bleed damage. It also becomes wounded 1 (or increases its wounded value by 1, if it is already wounded). Each successful check to disable this hazard reduces the haunts movement by 30 feet, and the fourth success disables it completely. --- Reset The haunt draws jagged shards back into its area over the course of an hour, after which it can trigger again.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=47","weakness":{"positive":15},"weakness_markdown":"positive 15","weakness_raw":"positive 15","will_save":22}},{"_index":"aon18","_id":"hazard-48","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 42 Intimidation (expert) three times to frighten dancers and spectral musicians alike away from participating in the deadly performance, DC 40 Performance (master) twice to produce a tune discordant enough to disrupt the compulsion, or DC 42 Religion (master) three times to banish the spirits with prayers","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-48","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Dance of Death](/Hazards.aspx?ID=48)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 81</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAn eerie orchestra compels all who hear it to dance until they collapse from exhaustion.\r\n\r\n---\r\n\r\n**Stealth**\r\n+32 (master)\r\n\r\n**Disable**\r\nDC 42 [Intimidation](/Skills.aspx?ID=7) (expert) three times to frighten dancers and spectral musicians alike away from participating in the deadly performance, DC 40 [Performance](/Skills.aspx?ID=12) (master) twice to produce a tune discordant enough to disrupt the compulsion, or DC 42 [Religion](/Skills.aspx?ID=13) (master) three times to banish the spirits with prayers\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Prelude** <actions string=\"Reaction\" /> ([auditory](/Traits.aspx?ID=16), [enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [occult](/Traits.aspx?ID=120)) **Trigger** A creature approaches within 30 feet of the orchestra; **Effect** The orchestra compels all creatures that can hear it to begin dancing. Each creature must attempt a DC 41 Will save, with the following effects.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [flat-footed](/Conditions.aspx?ID=16) and cannot use reactions. Additionally, it must spend 1 of its actions each round dancing. Dancing is a move action that allows the creature to Stride up to half its Speed.<br />\r\n**Failure** As success, except the creature must spend 2 of its actions each round dancing.<br />\r\n**Critical Failure** As failure, except the creature must spend 3 of its actions each round dancing.\r\n\r\n---\r\n**Routine**\r\n(1 action; [auditory](/Traits.aspx?ID=16), [enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [occult](/Traits.aspx?ID=120)) The orchestra performs a raucous tune, compelling all creatures that can hear it to spend actions dancing. Each round, creature must attempt a DC 37 Will save; the results of this save modify the number of actions that the creature must spend dancing each round. If this would cause the creature to spend more actions dancing than it can use on its turn, the creature takes 10d6 damage (or double that on a critical failure) from moving faster than its body can manage.<br />\n\n**Critical Success** The creature decreases the number of actions it must spend dancing by 1.<br />\n**Success** No effect.<br />\n**Failure** The creature increases the actions it must spend dancing by 1.<br />\n**Critical Failure** The creature increases the actions it must spend dancing by 2.\r\n\r\n---\r\n**Reset**\r\nThe eerie orchestra spends an hour retuning its phantasmal instruments, after which it is ready to begin its routine again.","name":"Dance of Death","rarity":"common","release_date":"2020-02-26","reset":"The eerie orchestra spends an hour retuning its phantasmal instruments, after which it is ready to begin its routine again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn eerie orchestra compels all who hear it to dance until they collapse from exhaustion.\r\n</summary>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 81"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 81</row>","speed":{},"stealth":"+32 (master)","summary":"An eerie orchestra compels all who hear it to dance until they collapse from exhaustion.","summary_markdown":"An eerie orchestra compels all who hear it to dance until they collapse from exhaustion.","text":" Dance of Death Source Gamemastery Guide pg. 81 Complexity Complex An eerie orchestra compels all who hear it to dance until they collapse from exhaustion. --- Stealth +32 (master) Disable DC 42 Intimidation (expert) three times to frighten dancers and spectral musicians alike away from participating in the deadly performance, DC 40 Performance (master) twice to produce a tune discordant enough to disrupt the compulsion, or DC 42 Religion (master) three times to banish the spirits with prayers Prelude Reaction (auditory, enchantment, incapacitation, occult) Trigger A creature approaches within 30 feet of the orchestra; Effect The orchestra compels all creatures that can hear it to begin dancing. Each creature must attempt a DC 41 Will save, with the following effects. Critical Success The creature is unaffected. Success The creature is flat-footed and cannot use reactions. Additionally, it must spend 1 of its actions each round dancing. Dancing is a move action that allows the creature to Stride up to half its Speed. Failure As success, except the creature must spend 2 of its actions each round dancing. Critical Failure As failure, except the creature must spend 3 of its actions each round dancing. --- Routine (1 action; auditory, enchantment, incapacitation, occult) The orchestra performs a raucous tune, compelling all creatures that can hear it to spend actions dancing. Each round, creature must attempt a DC 37 Will save; the results of this save modify the number of actions that the creature must spend dancing each round. If this would cause the creature to spend more actions dancing than it can use on its turn, the creature takes 10d6 damage (or double that on a critical failure) from moving faster than its body can manage. Critical Success The creature decreases the number of actions it must spend dancing by 1. Success No effect. Failure The creature increases the actions it must spend dancing by 1. Critical Failure The creature increases the actions it must spend dancing by 2. --- Reset The eerie orchestra spends an hour retuning its phantasmal instruments, after which it is ready to begin its routine again.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=48","weakness":{}}},{"_index":"aon18","_id":"hazard-49","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"A creature that notices the sportlebore can remove it from the food it is hidden within automatically as an Interact action.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-49","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Sportlebore](/Hazards.aspx?ID=49)</title>\r\n\r\n<traits>\r\n<trait label=\"Animal\" url=\"/Traits.aspx?ID=9\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 251 <sup>2.0</sup></row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA sportlebore hides amid the victuals on a plate of food or within a pack of trail rations.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 26 (expert)\r\n\r\n**Disable**\r\nA creature that notices the sportlebore can remove it from the food it is hidden within automatically as an Interact action.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Mimic Food** <actions string=\"Reaction\" /> **Trigger** A creature eats food the sportlebore is hidden within; **Effect** The sportlebore rapidly multiplies in the host's stomach, exposing the host to sportlebore infestation.\n\n **Sportlebore Infestation** (disease) **Saving Throw** DC 22 Fortitude; **Stage 1** carrier with no ill effect (1 day); **Stage 2** [enfeebled 1](/Conditions.aspx?ID=13) (1 hour); **Stage 3** enfeebled 2 (1 hour); **Stage 4** 4d6 bludgeoning damage (DC 25 basic Fortitude save) as the host painfully vomits out a [sportlebore swarm](/Monsters.aspx?ID=816) and returns to stage 1","name":"Sportlebore","rarity":"common","release_date":"2020-05-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Animal\" url=\"/Traits.aspx?ID=9\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 251 <sup>2.0</sup></row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA sportlebore hides amid the victuals on a plate of food or within a pack of trail rations.\r\n</summary>","source":["Bestiary 2"],"source_raw":["Bestiary 2 pg. 251"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 251 <sup>2.0</sup></row>","speed":{},"stealth":"DC 26 (expert)","summary":"A sportlebore hides amid the victuals on a plate of food or within a pack of trail rations.","summary_markdown":"A sportlebore hides amid the victuals on a plate of food or within a pack of trail rations.","text":" Sportlebore Source Bestiary 2 pg. 251 2.0 Complexity Simple A sportlebore hides amid the victuals on a plate of food or within a pack of trail rations. --- Stealth DC 26 (expert) Disable A creature that notices the sportlebore can remove it from the food it is hidden within automatically as an Interact action. Mimic Food Reaction Trigger A creature eats food the sportlebore is hidden within; Effect The sportlebore rapidly multiplies in the host's stomach, exposing the host to sportlebore infestation. Sportlebore Infestation (disease) Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled 1 (1 hour); Stage 3 enfeebled 2 (1 hour); Stage 4 4d6 bludgeoning damage (DC 25 basic Fortitude save) as the host painfully vomits out a sportlebore swarm and returns to stage 1","trait":["Animal","Environmental"],"trait_markdown":"[Animal](/Traits.aspx?ID=9), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Animal","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=49","weakness":{}}},{"_index":"aon18","_id":"hazard-50","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 24 (expert) to disrupt the magical trigger before the hazard rolls initiative, or Religion DC 18 (trained) to overwhelm the area with positive energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed.","exclude_from_search":false,"fortitude_save":15,"hazard_type":"Trap","hp":60,"hp_raw":"60 (BT 30)","id":"hazard-50","immunity":["mental","poison"],"immunity_markdown":"[mental](/Traits.aspx?ID=106), [poison](/Traits.aspx?ID=126)","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Gravehall Trap](/Hazards.aspx?ID=50)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [GM's Toolbox: Gravehall](/Sources.aspx?ID=58) pg. 1</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nWhen a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.\r\n\r\n---\r\n\r\n**Stealth**\r\n+12 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 24 (expert) to disrupt the magical trigger before the hazard rolls initiative, or [Religion](/Skills.aspx?ID=13) DC 18 (trained) to overwhelm the area with positive energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +15, **Ref** +8, **Will** +14\n\n**HP**\r\n60 (BT 30)\r\n\r\n**Immunities**\r\n[mental](/Traits.aspx?ID=106), [poison](/Traits.aspx?ID=126)\r\n\r\n**Weaknesses**\r\npositive 10\n\n</column>\r\n\r\n**Lunging Dead** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [fear](/Traits.aspx?ID=68), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117)) **Trigger** A living creature crosses the midpoint of the tunnel; **Effect** The dead reach out from the walls and ceiling, moaning and spewing writhing maggots. Creatures in the room must attempt a DC 21 Will save. The trap then rolls initiative.\n\n**Critical Success** The target is unaffected.<br />\n**Success** The target is [frightened 1](/Conditions.aspx?ID=19).<br />\n**Failure** The target is frightened 2. It can't reduce its frightened condition below 1 while in the trap's area.<br />\n**Critical Failure** As failure, and the target is [paralyzed](/Conditions.aspx?ID=28) for 1 round.\n\n---\r\n**Routine**\r\n(1 action) Undead fists assail all creatures in the hall, dealing 4d6 bludgeoning damage. Creatures in the hall must attempt a DC 21 Reflex save.\n\n**Critical Success** The target is unaffected.<br />\n**Success** The target takes half damage.<br />\n**Failure** The target takes full damage, and its Speeds are reduced by 10 feet (to a minimum of 5 feet) for 1 round.<br />\n**Critical Failure** The target takes double damage and is [immobilized](/Conditions.aspx?ID=24) for 1 round.","name":"Gravehall Trap","rarity":"common","reflex_save":8,"release_date":"2020-12-23","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [GM's Toolbox: Gravehall](/Sources.aspx?ID=58) pg. 1</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.\r\n</summary>","source":["GM's Toolbox: Gravehall"],"source_raw":["GM's Toolbox: Gravehall pg. 1"],"source_category":"Blog Posts","source_markdown":"<row gap=\"tiny\">[GM's Toolbox: Gravehall](/Sources.aspx?ID=58) pg. 1</row>","speed":{},"stealth":"+12 (expert)","summary":"When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.","summary_markdown":"When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.","text":" Gravehall Trap Source GM's Toolbox: Gravehall pg. 1 Complexity Complex When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling. --- Stealth +12 (expert) Disable Thievery DC 24 (expert) to disrupt the magical trigger before the hazard rolls initiative, or Religion DC 18 (trained) to overwhelm the area with positive energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed. AC 20, Fort +15, Ref +8, Will +14 HP 60 (BT 30) Immunities mental, poison Weaknesses positive 10 Lunging Dead Reaction (divine, fear, incapacitation, mental, necromancy) Trigger A living creature crosses the midpoint of the tunnel; Effect The dead reach out from the walls and ceiling, moaning and spewing writhing maggots. Creatures in the room must attempt a DC 21 Will save. The trap then rolls initiative. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. It can't reduce its frightened condition below 1 while in the trap's area. Critical Failure As failure, and the target is paralyzed for 1 round. --- Routine (1 action) Undead fists assail all creatures in the hall, dealing 4d6 bludgeoning damage. Creatures in the hall must attempt a DC 21 Reflex save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage, and its Speeds are reduced by 10 feet (to a minimum of 5 feet) for 1 round. Critical Failure The target takes double damage and is immobilized for 1 round.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=50","weakness":{"positive":10},"weakness_markdown":"positive 10","weakness_raw":"positive 10","will_save":14}},{"_index":"aon18","_id":"hazard-52","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 34 Religion (expert) to say an Iroran prayer and put the haunt temporarily to rest, DC 38 Occultism (master) to create a ward against future hauntings","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-52","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Broken Rebus Attack](/Hazards.aspx?ID=52)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 15</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nGhostly attackers knock the tables about, send dishes flying, and pull fleeing creatures into the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+20 (trained)\r\n\r\n**Disable**\r\nDC 34 [Religion](/Skills.aspx?ID=13) (expert) to say an [Iroran](/Deities.aspx?ID=10) prayer and put the haunt temporarily to rest, DC 38 [Occultism](/Skills.aspx?ID=11) (master) to create a ward against future hauntings\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Ghostly Pull** <actions string=\"Reaction\" /> **Trigger** One round passes since a creature entered the refectory; **Effect** A Broken Rebus monk grabs the creature and yanks them toward the room's center. The triggering creature must attempt a DC 36 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [pulled](/Rules.aspx?ID=451) 10 feet into the room.<br />\r\n**Failure** The creature is pulled 15 feet into the room.<br />\r\n**Critical Failure** The creature is pulled 15 feet into the room, knocked [prone](/Conditions.aspx?ID=31), and takes 2d6 bludgeoning damage.\r\n\r\n---\r\n**Routine**\r\n(1 action) The haunt sends a flurry of objects hurtling across the room. All creatures in the room are battered by the ghostly objects, taking 3d10+14 force damage (DC 32 [basic](/Rules.aspx?ID=329) Reflex save).\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates after 1 minute. It re-forms at the same times every day, 7 a.m. and 7 p.m., which is when the monks had their morning and evening meals. If at least two people cook a meal in the kitchen, share a meal in the refectory, and utter a prayer to Irori before the meal, the haunt becomes permanently disabled and doesn't re-form.","name":"Broken Rebus Attack","rarity":"unique","release_date":"2021-07-07","reset":"The haunt deactivates after 1 minute. It re-forms at the same times every day, 7 a.m. and 7 p.m., which is when the monks had their morning and evening meals. If at least two people cook a meal in the kitchen, share a meal in the refectory, and utter a prayer to Irori before the meal, the haunt becomes permanently disabled and doesn't re-form.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 15</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGhostly attackers knock the tables about, send dishes flying, and pull fleeing creatures into the room.\r\n</summary>","source":["Pathfinder #166: Despair on Danger Island"],"source_raw":["Pathfinder #166: Despair on Danger Island pg. 15"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 15</row>","speed":{},"spoilers":"Fists of the Ruby Phoenix","stealth":"+20 (trained)","summary":"Ghostly attackers knock the tables about, send dishes flying, and pull fleeing creatures into the room.","summary_markdown":"Ghostly attackers knock the tables about, send dishes flying, and pull fleeing creatures into the room.","text":" Broken Rebus Attack Source Pathfinder #166: Despair on Danger Island pg. 15 Complexity Complex Ghostly attackers knock the tables about, send dishes flying, and pull fleeing creatures into the room. --- Stealth +20 (trained) Disable DC 34 Religion (expert) to say an Iroran prayer and put the haunt temporarily to rest, DC 38 Occultism (master) to create a ward against future hauntings Ghostly Pull Reaction Trigger One round passes since a creature entered the refectory; Effect A Broken Rebus monk grabs the creature and yanks them toward the room's center. The triggering creature must attempt a DC 36 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already. Critical Success The creature is unaffected. Success The creature is pulled 10 feet into the room. Failure The creature is pulled 15 feet into the room. Critical Failure The creature is pulled 15 feet into the room, knocked prone, and takes 2d6 bludgeoning damage. --- Routine (1 action) The haunt sends a flurry of objects hurtling across the room. All creatures in the room are battered by the ghostly objects, taking 3d10+14 force damage (DC 32 basic Reflex save). --- Reset The haunt deactivates after 1 minute. It re-forms at the same times every day, 7 a.m. and 7 p.m., which is when the monks had their morning and evening meals. If at least two people cook a meal in the kitchen, share a meal in the refectory, and utter a prayer to Irori before the meal, the haunt becomes permanently disabled and doesn't re-form.","trait":["Complex","Haunt","Magical","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Magical](/Traits.aspx?ID=103), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Magical","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=52","weakness":{}}},{"_index":"aon18","_id":"hazard-53","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 32 Irori Lore (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 Religion (expert) to state an Iroran prayer of peace and put the haunt to rest, or DC 40 Occultism (master) to create a ward against future hauntings","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-53","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Wronged Monk's Wrath](/Hazards.aspx?ID=53)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 17</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA monk's tormented spirit attacks intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 32 (trained)\r\n\r\n**Disable**\r\nDC 32 [Irori](/Deities.aspx?ID=10) [Lore](/Skills.aspx?ID=8) (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 [Religion](/Skills.aspx?ID=13) (expert) to state an Iroran prayer of peace and put the haunt to rest, or DC 40 [Occultism](/Skills.aspx?ID=11) (master) to create a ward against future hauntings\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Ki Storm** <actions string=\"Reaction\" /> **Trigger** A creature enters the prayer room; **Effect** The abbot's spirit appears and begins to channel powerful ki energy. One round later, the room fills with a powerful kinetic storm, dealing 3d10+15 electricity damage and 3d10+15 force damage to all creatures in the room. Creatures in the room must attempt a DC 37 Reflex save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage.<br />\r\n**Failure** The creature takes full damage and becomes [deafened](/Conditions.aspx?ID=8) for 1 round.<br />\r\n**Critical Failure** The creature takes full damage, 2d8 persistent electricity damage, and becomes deafened for 1 minute.\n\n---\r\n**Reset**\r\nThe haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature lights all of the candles in the room and offers a prayer to Irori.","name":"Wronged Monk's Wrath","rarity":"common","release_date":"2021-07-07","reset":"The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature lights all of the candles in the room and offers a prayer to Irori.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 17</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA monk's tormented spirit attacks intruders.\r\n</summary>","source":["Pathfinder #166: Despair on Danger Island"],"source_raw":["Pathfinder #166: Despair on Danger Island pg. 17"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 17</row>","speed":{},"stealth":"DC 32 (trained)","summary":"A monk's tormented spirit attacks intruders.","summary_markdown":"A monk's tormented spirit attacks intruders.","text":" Wronged Monk's Wrath Source Pathfinder #166: Despair on Danger Island pg. 17 Complexity Simple A monk's tormented spirit attacks intruders. --- Stealth DC 32 (trained) Disable DC 32 Irori Lore (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 Religion (expert) to state an Iroran prayer of peace and put the haunt to rest, or DC 40 Occultism (master) to create a ward against future hauntings Ki Storm Reaction Trigger A creature enters the prayer room; Effect The abbot's spirit appears and begins to channel powerful ki energy. One round later, the room fills with a powerful kinetic storm, dealing 3d10+15 electricity damage and 3d10+15 force damage to all creatures in the room. Creatures in the room must attempt a DC 37 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and becomes deafened for 1 round. Critical Failure The creature takes full damage, 2d8 persistent electricity damage, and becomes deafened for 1 minute. --- Reset The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature lights all of the candles in the room and offers a prayer to Irori.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=53","weakness":{}}},{"_index":"aon18","_id":"hazard-54","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 38 Religion (expert) to state an Iroran koan about being complete only upon recognizing one's incompleteness, or DC 41 Occultism (master) to create a ward against future hauntings","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-54","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Sand Whirlwind](/Hazards.aspx?ID=54)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 18</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nBuffeting winds swirl sharp grains of sand about the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+23 (trained)\r\n\r\n**Disable**\r\nDC 38 Religion (expert) to state an [Iroran](/Deities.aspx?ID=10) koan about being complete only upon recognizing one's incompleteness, or DC 41 [Occultism](/Skills.aspx?ID=11) (master) to create a ward against future hauntings\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Sand Vacuum** <actions string=\"Reaction\" /> **Trigger** A creature attempts to leave the chamber; **Effect** A powerful wind pulls the creature back into the room. The triggering creature must attempt a DC 39 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [pulled](/Rules.aspx?ID=451) back 10 feet into the room.<br />\r\n**Failure** The creature is pulled back 15 feet into the room and is [blinded](/Conditions.aspx?ID=1) for 1 round.<br />\r\n**Critical Failure** The creature is pulled back 15 feet into the room and is blinded for 1 minute.\r\n\r\n---\r\n**Routine**\r\n(1 action) The haunt's violent winds savagely buffet everyone in the room, dealing 6d10+30 bludgeoning damage to living creatures (DC 34 [basic](/Rules.aspx?ID=329) Reflex save). On a critically failed save, a creature is also [blinded](/Conditions.aspx?ID=1) for 1 minute.\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates after 1 minute and re-forms after 1 hour. The haunt is disabled and doesn't re-form if at least two creatures spend 1 minute to create an image with the sand. Creating the image requires a successful DC 30 [Crafting](/Skills.aspx?ID=4) or [Thievery](/Skills.aspx?ID=17) check.","name":"Sand Whirlwind","rarity":"common","release_date":"2021-07-07","reset":"The haunt deactivates after 1 minute and re-forms after 1 hour. The haunt is disabled and doesn't re-form if at least two creatures spend 1 minute to create an image with the sand. Creating the image requires a successful DC 30 <%SKILLS%4%%>Crafting<%END> or <%SKILLS%17%%>Thievery<%END> check.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 18</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBuffeting winds swirl sharp grains of sand about the room.\r\n</summary>","source":["Pathfinder #166: Despair on Danger Island"],"source_raw":["Pathfinder #166: Despair on Danger Island pg. 18"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 18</row>","speed":{},"stealth":"+23 (trained)","summary":"Buffeting winds swirl sharp grains of sand about the room.","summary_markdown":"Buffeting winds swirl sharp grains of sand about the room.","text":" Sand Whirlwind Source Pathfinder #166: Despair on Danger Island pg. 18 Complexity Complex Buffeting winds swirl sharp grains of sand about the room. --- Stealth +23 (trained) Disable DC 38 Religion (expert) to state an Iroran koan about being complete only upon recognizing one's incompleteness, or DC 41 Occultism (master) to create a ward against future hauntings Sand Vacuum Reaction Trigger A creature attempts to leave the chamber; Effect A powerful wind pulls the creature back into the room. The triggering creature must attempt a DC 39 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already. Critical Success The creature is unaffected. Success The creature is pulled back 10 feet into the room. Failure The creature is pulled back 15 feet into the room and is blinded for 1 round. Critical Failure The creature is pulled back 15 feet into the room and is blinded for 1 minute. --- Routine (1 action) The haunt's violent winds savagely buffet everyone in the room, dealing 6d10+30 bludgeoning damage to living creatures (DC 34 basic Reflex save). On a critically failed save, a creature is also blinded for 1 minute. --- Reset The haunt deactivates after 1 minute and re-forms after 1 hour. The haunt is disabled and doesn't re-form if at least two creatures spend 1 minute to create an image with the sand. Creating the image requires a successful DC 30 Crafting or Thievery check.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=54","weakness":{}}},{"_index":"aon18","_id":"hazard-55","_score":4.0463834,"_source":{"ac":35,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 38 Arcana (master) to sew the magical threads of the rift shut, DC 40 Nature or Survival (legendary) to open enough windows and doors to reduce its intensity, or dispel magic (7th level; counteract DC 34) to counteract the air rift","exclude_from_search":false,"fortitude_save":30,"hazard_type":"Environmental","hp":220,"hp_raw":"220 ","id":"hazard-55","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Air Rift](/Hazards.aspx?ID=55)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Air\" url=\"/Traits.aspx?ID=5\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 17</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA portal to the [Plane of Air](/Planes.aspx?ID=4) rips open onstage, causing roaring winds to tear through the opera house.\r\n\r\n---\r\n\r\n**Stealth**\r\n+22 (master) to notice the sudden breeze in the theater\r\n\r\n**Disable**\r\nDC 38 [Arcana](/Skills.aspx?ID=2) (master) to sew the magical threads of the rift shut, DC 40 [Nature](/Skills.aspx?ID=10) or [Survival](/Skills.aspx?ID=16) (legendary) to open enough windows and doors to reduce its intensity, or [_dispel magic_](/Spells.aspx?ID=78) (7th level; counteract DC 34) to [counteract](/Rules.aspx?ID=371) the air rift\r\n\r\n**Earth Vulnerability** The Elemental [Plane of Air](/Planes.aspx?ID=4) is opposed by the [Plane of Earth](/Planes.aspx?ID=5). Any spell or magical effect with the [earth](/Domains.aspx?ID=10) trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level [_earthbind_](/Spells.aspx?ID=94) spell cast on a creature near the air rift deals 30 points of damage to the rift.\r\n\r\n<column gap=\"tiny\">\r\n\r\n**AC** 35, **Fort** +30\n\n**HP**\r\n220 \n\n**Weaknesses**\r\nearth vulnerabilty\n\n</column>\r\n\r\n**Weightlessness** <actions string=\"Reaction\" /> **Trigger** A creature comes within 50 feet of the rift; **Effect** The air rift creates a shroud of [subjective gravity](/Traits.aspx?ID=290) around the creature for 1 minute. The creature can use a free action, which has the [concentrate](/Actions.aspx?ID=683) trait, to choose any direction they wish for gravity to pull them. This allows a creature to Stride along any surface or [Fly](/Actions.aspx?ID=94) in a straight line by choosing a direction into midair. For unattended objects and [mindless](/Traits.aspx?ID=108) creatures, this is [microgravity](/Traits.aspx?ID=284): they float in place unless pushed off a surface.\n\n---\r\n**Routine**\r\n(1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is [pushed](/Rules.aspx?ID=451) into a solid object or another creature by this effect, both take 3d8+15 bludgeoning damage on impact. <br />**Critical Success** The creature is unaffected. <br />**Success** The creature is pushed 10 feet, but takes only half damage from impact. <br />**Failure** The creature is pushed 20 feet, falls [prone](/Conditions.aspx?ID=31), and takes full damage from impact. <br />**Critical Failure** The creature is pushed 40 feet, falls prone, and takes double damage from impact.","name":"Air Rift","rarity":"unique","release_date":"2021-07-07","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Air\" url=\"/Traits.aspx?ID=5\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 17</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA portal to the Plane of Air rips open onstage, causing roaring winds to tear through the opera house.\r\n</summary>","source":["Pathfinder #167: Ready? Fight!"],"source_raw":["Pathfinder #167: Ready? Fight! pg. 17"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 17</row>","speed":{},"spoilers":"Fists of the Ruby Phoenix","stealth":"+22 (master) to notice the sudden breeze in the theater","summary":"A portal to the Plane of Air rips open onstage, causing roaring winds to tear through the opera house.","summary_markdown":"A portal to the Plane of Air rips open onstage, causing roaring winds to tear through the opera house.","text":" Air Rift Source Pathfinder #167: Ready? Fight! pg. 17 Complexity Complex A portal to the Plane of Air rips open onstage, causing roaring winds to tear through the opera house. --- Stealth +22 (master) to notice the sudden breeze in the theater Disable DC 38 Arcana (master) to sew the magical threads of the rift shut, DC 40 Nature or Survival (legendary) to open enough windows and doors to reduce its intensity, or dispel magic (7th level; counteract DC 34) to counteract the air rift Earth Vulnerability The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or magical effect with the earth trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level earthbind spell cast on a creature near the air rift deals 30 points of damage to the rift. AC 35, Fort +30 HP 220 Weaknesses earth vulnerabilty Weightlessness Reaction Trigger A creature comes within 50 feet of the rift; Effect The air rift creates a shroud of subjective gravity around the creature for 1 minute. The creature can use a free action, which has the concentrate trait, to choose any direction they wish for gravity to pull them. This allows a creature to Stride along any surface or Fly in a straight line by choosing a direction into midair. For unattended objects and mindless creatures, this is microgravity: they float in place unless pushed off a surface. --- Routine (1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is pushed into a solid object or another creature by this effect, both take 3d8+15 bludgeoning damage on impact. Critical Success The creature is unaffected. Success The creature is pushed 10 feet, but takes only half damage from impact. Failure The creature is pushed 20 feet, falls prone, and takes full damage from impact. Critical Failure The creature is pushed 40 feet, falls prone, and takes double damage from impact.","trait":["Air","Complex","Environmental","Magical","Unique"],"trait_markdown":"[Air](/Traits.aspx?ID=5), [Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103), [Unique](/Traits.aspx?ID=161)","trait_raw":["Air","Complex","Environmental","Magical","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=55","weakness":{},"weakness_markdown":"earth vulnerabilty","weakness_raw":"earth vulnerabilty"}},{"_index":"aon18","_id":"hazard-56","_score":4.0463834,"_source":{"ac":42,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"three DC 40 Thievery (legendary) checks or castings of dispel magic (7th level; counteract DC 40), one each to pull out or disable the elemental cores hidden in the floating skull's right eye, left eye, and mouth","exclude_from_search":false,"fortitude_save":30,"hardness":25,"hardness_raw":"25","hazard_type":"Trap","hp":100,"hp_raw":"100 (50)","id":"hazard-56","immunity":["fire"],"immunity_markdown":"[fire](/Traits.aspx?ID=72)","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Floating Flamethrower](/Hazards.aspx?ID=56)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 44</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions.\r\n\r\n---\r\n\r\n**Stealth**\r\n+23 (expert) or DC 38 (master) to notice the pattern of the orb's trajectory\r\n\r\n**Disable**\r\nthree DC 40 [Thievery](/Skills.aspx?ID=17) (legendary) checks or castings of [_dispel magic_](/Spells.aspx?ID=78) (7th level; counteract DC 40), one each to pull out or disable the elemental cores hidden in the floating skull's right eye, left eye, and mouth\n\n<column gap=\"tiny\">\r\n\r\n**AC** 42, **Fort** +30, **Ref** +33\r\n\r\n**Hardness**\r\n25\r\n\r\n**HP**\r\n100 (50)\r\n\r\n**Immunities**\r\n[fire](/Traits.aspx?ID=72)\r\n\r\n**Weaknesses**\r\n[cold](/Traits.aspx?ID=27) 15\n\n</column>\r\n\r\n**Blaze** <actions string=\"Reaction\" /> ([evocation](/Traits.aspx?ID=65), [fire](/Traits.aspx?ID=72)); **Trigger** Hao Jin signals the start of the bout; **Effect** The trap roars with fire and rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a 15-foot cone that deals 4d6+4 fire damage (DC 40 [basic](/Rules.aspx?ID=329) Reflex save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame.\n\n---\n\n**Speed** fly 50 feet","name":"Floating Flamethrower","rarity":"rare","reflex_save":33,"release_date":"2021-07-07","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 44</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions.\r\n</summary>","source":["Pathfinder #167: Ready? Fight!"],"source_raw":["Pathfinder #167: Ready? Fight! pg. 44"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 44</row>","speed":{},"spoilers":"Fists of the Ruby Phoenix","stealth":"+23 (expert) or DC 38 (master) to notice the pattern of the orb's trajectory","summary":"A floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions.","summary_markdown":"A floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions.","text":" Floating Flamethrower Source Pathfinder #167: Ready? Fight! pg. 44 Complexity Complex A floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions. --- Stealth +23 (expert) or DC 38 (master) to notice the pattern of the orb's trajectory Disable three DC 40 Thievery (legendary) checks or castings of dispel magic (7th level; counteract DC 40), one each to pull out or disable the elemental cores hidden in the floating skull's right eye, left eye, and mouth AC 42, Fort +30, Ref +33 Hardness 25 HP 100 (50) Immunities fire Weaknesses cold 15 Blaze Reaction (evocation, fire); Trigger Hao Jin signals the start of the bout; Effect The trap roars with fire and rolls initiative. --- Routine (3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a 15-foot cone that deals 4d6+4 fire damage (DC 40 basic Reflex save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame. --- Speed fly 50 feet","trait":["Complex","Fire","Magical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Fire](/Traits.aspx?ID=72), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Fire","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=56","weakness":{"cold":15},"weakness_markdown":"[cold](/Traits.aspx?ID=27) 15","weakness_raw":" cold 15"}},{"_index":"aon18","_id":"hazard-57","_score":4.0463834,"_source":{"ac":36,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 40 Thievery (legendary) or dispel magic (6th level; counteract DC 38) to disable one of the sensors","exclude_from_search":false,"fortitude_save":33,"hardness":20,"hardness_raw":"20 Sensor Hardness","hazard_type":"Trap","hp":40,"hp_raw":"40 (BT 20)","id":"hazard-57","immunity":["cold ;"],"immunity_markdown":"[cold](/Traits.aspx?ID=27); ","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Freezing Floor Tiles](/Hazards.aspx?ID=57)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Cold\" url=\"/Traits.aspx?ID=27\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 45</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour remote sensors at each corner of the arena cause bursts of freezing magic to erupt from random tiles on the arena and stop creatures in their tracks.\r\n\r\n---\r\n\r\n**Stealth**\r\n+23 (expert) or DC 38 (master) to notice the four sensors\r\n\r\n**Disable**\r\nDC 40 [Thievery](/Skills.aspx?ID=17) (legendary) or [_dispel magic_](/Spells.aspx?ID=78) (6th level; [counteract](/Rules.aspx?ID=371) DC 38) to disable one of the sensors\n\n<column gap=\"tiny\">\r\n\r\n**AC** 36, **Fort** +33, **Ref** +30\r\n\r\n**Sensor Hardness**\r\n20\r\n\r\n**Sensor HP**\r\n40 (BT 20)\r\n\r\n**Immunities**\r\n[cold](/Traits.aspx?ID=27); \r\n\r\n**Weaknesses**\r\n[fire](/Traits.aspx?ID=72) 15\n\n</column>\r\n\r\n**Frigid Floor** <actions string=\"Reaction\" /> ([cold](/Traits.aspx?ID=27)); **Trigger** Hao Jin signals the beginning of the match. **Effect** The trap rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze. Each creature that begins its turn in a frozen space takes 2d6+2 cold damage (DC 40 [basic](/Rules.aspx?ID=329) Reflex save). A creature that critically fails its save also becomes [slowed 1](/Conditions.aspx?ID=35) for 1 round; if it was already slowed, the creature instead becomes [immobilized](/Conditions.aspx?ID=24) for 1 round. Any amount of fire damage dealt to a slowed or immobilized creature removes the condition. Frozen tiles become unfrozen at the beginning of the trap's next turn.","name":"Freezing Floor Tiles","rarity":"rare","reflex_save":30,"release_date":"2021-07-07","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Cold\" url=\"/Traits.aspx?ID=27\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 45</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour remote sensors at each corner of the arena cause bursts of freezing magic to erupt from random tiles on the arena and stop creatures in their …\r\n</summary>","source":["Pathfinder #167: Ready? Fight!"],"source_raw":["Pathfinder #167: Ready? Fight! pg. 45"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 45</row>","speed":{},"spoilers":"Fists of the Ruby Phoenix","stealth":"+23 (expert) or DC 38 (master) to notice the four sensors","summary":"Four remote sensors at each corner of the arena cause bursts of freezing magic to erupt from random tiles on the arena and stop creatures in their …","summary_markdown":"Four remote sensors at each corner of the arena cause bursts of freezing magic to erupt from random tiles on the arena and stop creatures in their …","text":" Freezing Floor Tiles Source Pathfinder #167: Ready? Fight! pg. 45 Complexity Complex Four remote sensors at each corner of the arena cause bursts of freezing magic to erupt from random tiles on the arena and stop creatures in their tracks. --- Stealth +23 (expert) or DC 38 (master) to notice the four sensors Disable DC 40 Thievery (legendary) or dispel magic (6th level; counteract DC 38) to disable one of the sensors AC 36, Fort +33, Ref +30 Sensor Hardness 20 Sensor HP 40 (BT 20) Immunities cold; Weaknesses fire 15 Frigid Floor Reaction (cold); Trigger Hao Jin signals the beginning of the match. Effect The trap rolls initiative. --- Routine (4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze. Each creature that begins its turn in a frozen space takes 2d6+2 cold damage (DC 40 basic Reflex save). A creature that critically fails its save also becomes slowed 1 for 1 round; if it was already slowed, the creature instead becomes immobilized for 1 round. Any amount of fire damage dealt to a slowed or immobilized creature removes the condition. Frozen tiles become unfrozen at the beginning of the trap's next turn.","trait":["Cold","Complex","Magical","Rare","Trap"],"trait_markdown":"[Cold](/Traits.aspx?ID=27), [Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Cold","Complex","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=57","weakness":{"fire":15},"weakness_markdown":"[fire](/Traits.aspx?ID=72) 15","weakness_raw":" fire 15"}},{"_index":"aon18","_id":"hazard-58","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"three DC 39 Athletics (trained), Crafting (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area; DC 41 Performance (legendary) to calm Mogaru momentarily","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-58","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Quaking Footfalls](/Hazards.aspx?ID=58)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 88</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nMogaru's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10\r\n\r\n**Disable**\r\nthree DC 39 [Athletics](/Skills.aspx?ID=3) (trained), [Crafting](/Skills.aspx?ID=4) (trained), or [Engineering Lore](/Skills.aspx?ID=8) (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area; DC 41 [Performance](/Skills.aspx?ID=12) (legendary) to calm Mogaru momentarily\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Quake** <actions string=\"Reaction\" /> **Trigger** Mogaru moves at least 60 feet; **Effect** The ground shakes in a 120-foot emanation from Mogaru's space. This creates a variety of effects, depending on where the player characters are at the time of the quake.<br /> In most parts of the city, the ground becomes difficult terrain, and creatures on it are [clumsy 2](/Conditions.aspx?ID=3) for 1 round.<br /> In parts of the city with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 40-foot-deep hole unless they succeed at a DC 40 Reflex save.<br /> In bays, on beaches, and in other relatively substantial but shallow bodies of water, Mogaru's movement creates dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal 3d8 bludgeoning damage (DC 35 [basic](/Rules.aspx?ID=329) Reflex save). On a critically failed save, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface.\n\n---\r\n**Reset**\r\nMogaru doesn't rush this way again for 1d4 rounds.","name":"Quaking Footfalls","rarity":"common","release_date":"2021-07-07","reset":"Mogaru doesn't rush this way again for 1d4 rounds.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 88</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMogaru's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake.\r\n</summary>","source":["Pathfinder #167: Ready? Fight!"],"source_raw":["Pathfinder #167: Ready? Fight! pg. 88"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 88</row>","speed":{},"stealth":"DC 10","summary":"Mogaru's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake.","summary_markdown":"Mogaru's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake.","text":" Quaking Footfalls Source Pathfinder #167: Ready? Fight! pg. 88 Complexity Simple Mogaru's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake. --- Stealth DC 10 Disable three DC 39 Athletics (trained), Crafting (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area; DC 41 Performance (legendary) to calm Mogaru momentarily Quake Reaction Trigger Mogaru moves at least 60 feet; Effect The ground shakes in a 120-foot emanation from Mogaru's space. This creates a variety of effects, depending on where the player characters are at the time of the quake. In most parts of the city, the ground becomes difficult terrain, and creatures on it are clumsy 2 for 1 round. In parts of the city with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 40-foot-deep hole unless they succeed at a DC 40 Reflex save. In bays, on beaches, and in other relatively substantial but shallow bodies of water, Mogaru's movement creates dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal 3d8 bludgeoning damage (DC 35 basic Reflex save). On a critically failed save, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface. --- Reset Mogaru doesn't rush this way again for 1d4 rounds.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=58","weakness":{}}},{"_index":"aon18","_id":"hazard-59","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 43 Athletics (master), Crafting (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-59","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Collapsing Structure (Mogaru)](/Hazards.aspx?ID=59)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 88</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nMogaru brushes against a structure, severely compromising the building's stability and possibly causing it to collapse.\r\n\r\n---\r\n\r\n**Stealth**\r\n+20 (master) to notice cracks forming in the walls of the structure as Mogaru approaches\r\n\r\n**Disable**\r\nDC 43 [Athletics](/Skills.aspx?ID=3) (master), [Crafting](/Skills.aspx?ID=4) (master), or [Engineering Lore](/Skills.aspx?ID=8) (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shake Apart** <actions string=\"Reaction\" /> **Trigger** Mogaru applies any amount of force to the structure; **Effect** The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a 2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The GM rolls a DC 9 flat check to determine if the building collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing [concealment](/Conditions.aspx?ID=4) and dealing 6d6 bludgeoning damage to 1d4 randomly chosen targets (DC 35 [basic](/Rules.aspx?ID=329) Reflex save; on a critically failed save, the creature is knocked [prone](/Conditions.aspx?ID=31)). On a critical success, the effect is the same, but the debris deals 12d6 bludgeoning damage to 2d4 randomly chosen targets instead (DC 35 [basic](/Rules.aspx?ID=329) Reflex save; on a critically failed Reflex save, the creature is restrained by rubble until freed [[Force Open](/Actions.aspx?ID=34) DC 38, [Escape](/Actions.aspx?ID=79) DC 35]).\r\n\r\n---\r\n**Reset**\r\nThe building becomes susceptible to Shake Apart again 1d6 rounds after it is stabilized.","name":"Collapsing Structure (Mogaru)","rarity":"common","release_date":"2021-07-07","reset":"The building becomes susceptible to Shake Apart again 1d6 rounds after it is stabilized.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 88</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMogaru brushes against a structure, severely compromising the building's stability and possibly causing it to collapse.\r\n</summary>","source":["Pathfinder #167: Ready? Fight!"],"source_raw":["Pathfinder #167: Ready? Fight! pg. 88"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 88</row>","speed":{},"stealth":"+20 (master) to notice cracks forming in the walls of the structure as Mogaru approaches","summary":"Mogaru brushes against a structure, severely compromising the building's stability and possibly causing it to collapse.","summary_markdown":"Mogaru brushes against a structure, severely compromising the building's stability and possibly causing it to collapse.","text":" Collapsing Structure (Mogaru) Source Pathfinder #167: Ready? Fight! pg. 88 Complexity Complex Mogaru brushes against a structure, severely compromising the building's stability and possibly causing it to collapse. --- Stealth +20 (master) to notice cracks forming in the walls of the structure as Mogaru approaches Disable DC 43 Athletics (master), Crafting (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. Shake Apart Reaction Trigger Mogaru applies any amount of force to the structure; Effect The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a 2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative. --- Routine (1 action) The GM rolls a DC 9 flat check to determine if the building collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing 6d6 bludgeoning damage to 1d4 randomly chosen targets (DC 35 basic Reflex save; on a critically failed save, the creature is knocked prone). On a critical success, the effect is the same, but the debris deals 12d6 bludgeoning damage to 2d4 randomly chosen targets instead (DC 35 basic Reflex save; on a critically failed Reflex save, the creature is restrained by rubble until freed [Force Open DC 38, Escape DC 35]). --- Reset The building becomes susceptible to Shake Apart again 1d6 rounds after it is stabilized.","trait":["Complex","Environmental"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=59","weakness":{}}},{"_index":"aon18","_id":"hazard-60","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 45 Performance (legendary) or DC 48 Deception (legendary) to momentarily divert Mogaru's attention","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-60","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Swatting Tail](/Hazards.aspx?ID=60)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 89</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nMogaru's tail sweeps forth, causing an arc of devastation in a 60-foot cone.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10\r\n\r\n**Disable**\r\nDC 45 [Performance](/Skills.aspx?ID=12) (legendary) or DC 48 [Deception](/Skills.aspx?ID=5) (legendary) to momentarily divert Mogaru's attention\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Tail Swat** <actions string=\"Reaction\" /> **Trigger** A creature takes a [hostile action](/Rules.aspx?ID=300) against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru; **Effect** Creatures in the area must succeed at a DC 40 Reflex save or take 6d10+28 bludgeoning damage.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage and is [pushed](/Rules.aspx?ID=451) 20 feet away. If flying, it descends 20 feet.<br />\r\n**Failure** The creature takes full damage, is pushed 40 feet, and descends 60 feet (if flying) or is knocked [prone](/Conditions.aspx?ID=31).<br />\r\n**Critical Failure** The creature takes double damage, is pushed 60 feet away, descends 120 feet (if flying) or is knocked prone, and is [stunned 2](/Conditions.aspx?ID=36).\n\n---\r\n**Reset**\r\nMogaru doesn't swat his tail again for 1d4 rounds.","name":"Swatting Tail","rarity":"common","release_date":"2021-07-07","reset":"Mogaru doesn't swat his tail again for 1d4 rounds.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 89</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMogaru's tail sweeps forth, causing an arc of devastation in a 60-foot cone.\r\n</summary>","source":["Pathfinder #167: Ready? Fight!"],"source_raw":["Pathfinder #167: Ready? Fight! pg. 89"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 89</row>","speed":{},"stealth":"DC 10","summary":"Mogaru's tail sweeps forth, causing an arc of devastation in a 60-foot cone.","summary_markdown":"Mogaru's tail sweeps forth, causing an arc of devastation in a 60-foot cone.","text":" Swatting Tail Source Pathfinder #167: Ready? Fight! pg. 89 Complexity Simple Mogaru's tail sweeps forth, causing an arc of devastation in a 60-foot cone. --- Stealth DC 10 Disable DC 45 Performance (legendary) or DC 48 Deception (legendary) to momentarily divert Mogaru's attention Tail Swat Reaction Trigger A creature takes a hostile action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru; Effect Creatures in the area must succeed at a DC 40 Reflex save or take 6d10+28 bludgeoning damage. Critical Success The creature is unaffected. Success The creature takes half damage and is pushed 20 feet away. If flying, it descends 20 feet. Failure The creature takes full damage, is pushed 40 feet, and descends 60 feet (if flying) or is knocked prone. Critical Failure The creature takes double damage, is pushed 60 feet away, descends 120 feet (if flying) or is knocked prone, and is stunned 2. --- Reset Mogaru doesn't swat his tail again for 1d4 rounds.","trait":["Environmental","Kaiju"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Kaiju](/Traits.aspx?ID=383)","trait_raw":["Environmental","Kaiju"],"type":"Hazard","url":"/Hazards.aspx?ID=60","weakness":{}}},{"_index":"aon18","_id":"hazard-61","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 50 Performance (legendary) or DC 53 Deception (legendary) to momentarily divert Mogaru's attention","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-61","level":21,"markdown":"<title level=\"1\" right=\"Hazard 21\" pfs=\"\">[Mogaru's Breath](/Hazards.aspx?ID=61)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n<trait label=\"Primal\" url=\"/Traits.aspx?ID=134\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 89</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nMogaru exhales a blast of intense flames to eradicate any meddlesome pests in the area.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10\r\n\r\n**Disable**\r\nDC 50 [Performance](/Skills.aspx?ID=12) (legendary) or DC 53 [Deception](/Skills.aspx?ID=5) (legendary) to momentarily divert Mogaru's attention\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Volcanic** <actions string=\"Reaction\" /> **Trigger** A creature takes a [hostile action](/Rules.aspx?ID=300) against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru; **Effect** Mogaru breathes a 120-foot cone of fire toward the object of his ire. Flammable objects in the area immediately combust, and stone or metal surfaces warp into difficult terrain. Creatures in the area take 20d6 fire damage (DC 44 [basic](/Rules.aspx?ID=329) Reflex save). On a failed or critically failed save, a creature also takes 3d6 [persistent fire damage](/Conditions.aspx?ID=29).\n\n---\r\n**Reset**\r\nMogaru must wait 1d4 rounds before letting loose another gout of fire.","name":"Mogaru's Breath","rarity":"common","release_date":"2021-07-07","reset":"Mogaru must wait 1d4 rounds before letting loose another gout of fire.","resistance":{},"school":"evocation","search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n<trait label=\"Primal\" url=\"/Traits.aspx?ID=134\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 89</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMogaru exhales a blast of intense flames to eradicate any meddlesome pests in the area.\r\n</summary>","source":["Pathfinder #167: Ready? Fight!"],"source_raw":["Pathfinder #167: Ready? Fight! pg. 89"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #167: Ready? Fight!](/Sources.aspx?ID=86) pg. 89</row>","speed":{},"stealth":"DC 10","summary":"Mogaru exhales a blast of intense flames to eradicate any meddlesome pests in the area.","summary_markdown":"Mogaru exhales a blast of intense flames to eradicate any meddlesome pests in the area.","text":" Mogaru's Breath Source Pathfinder #167: Ready? Fight! pg. 89 Complexity Simple Mogaru exhales a blast of intense flames to eradicate any meddlesome pests in the area. --- Stealth DC 10 Disable DC 50 Performance (legendary) or DC 53 Deception (legendary) to momentarily divert Mogaru's attention Volcanic Reaction Trigger A creature takes a hostile action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru; Effect Mogaru breathes a 120-foot cone of fire toward the object of his ire. Flammable objects in the area immediately combust, and stone or metal surfaces warp into difficult terrain. Creatures in the area take 20d6 fire damage (DC 44 basic Reflex save). On a failed or critically failed save, a creature also takes 3d6 persistent fire damage. --- Reset Mogaru must wait 1d4 rounds before letting loose another gout of fire.","trait":["Environmental","Evocation","Fire","Kaiju","Primal"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Evocation](/Traits.aspx?ID=65), [Fire](/Traits.aspx?ID=72), [Kaiju](/Traits.aspx?ID=383), [Primal](/Traits.aspx?ID=134)","trait_raw":["Environmental","Evocation","Fire","Kaiju","Primal"],"type":"Hazard","url":"/Hazards.aspx?ID=61","weakness":{}}},{"_index":"aon18","_id":"hazard-62","_score":4.0463834,"_ignored":["disable.keyword","reset.keyword"],"_source":{"ac":34,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 40 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 45 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (8th level; counteract DC 37) to counteract the mirror for 1 minute and prevent additional replacements during that time","exclude_from_search":false,"fortitude_save":25,"hardness":1,"hardness_raw":"1","hazard_type":"Trap","hp":4,"hp_raw":"4 (BT 2)","id":"hazard-62","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Dimensional Darkside Mirror](/Hazards.aspx?ID=62)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #168: King of the Mountain](/Sources.aspx?ID=87) pg. 44</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA magic mirror replaces characters with evil mirror duplicates from another dimension.\r\n\r\n---\r\n\r\n**Stealth**\r\n+37 (master) to notice it isn't a regular mirror\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 40 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 45 (master) to permanently disable the mirror once all mirror duplicates are dead, or [_dispel magic_](/Spells.aspx?ID=78) (8th level; counteract DC 37) to [counteract](/Rules.aspx?ID=371) the mirror for 1 minute and prevent additional replacements during that time\r\n\r\nThe mirror can't be damaged while any mirror duplicate is alive\r\n\r\n<column gap=\"tiny\">\r\n\r\n**AC** 34, **Fort** +25, **Ref** +20\r\n\r\n**Hardness**\r\n1\r\n\r\n**HP**\r\n4 (BT 2)\n\n</column>\r\n\r\n**Reflection of Evil** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), [teleportation](/Traits.aspx?ID=156)); **Trigger** A non-evil creature is reflected in the mirror; **Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 41 Reflex to avoid being absorbed into the mirror), and rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.\r\n\r\n---\r\n**Reset**\r\nThe mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with [Thievery](/Skills.aspx?ID=17), it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like [_plane shift_](/Spells.aspx?ID=222) can't reach them.","name":"Dimensional Darkside Mirror","rarity":"common","reflex_save":20,"release_date":"2021-07-07","reset":"The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with <%SKILLS%17%%>Thievery<%END>, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like <%SPELLS%222%%><i>plane shift</i><%END> can't reach them.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #168: King of the Mountain](/Sources.aspx?ID=87) pg. 44</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA magic mirror replaces characters with evil mirror duplicates from another dimension.\r\n</summary>","source":["Pathfinder #168: King of the Mountain"],"source_raw":["Pathfinder #168: King of the Mountain pg. 44"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #168: King of the Mountain](/Sources.aspx?ID=87) pg. 44</row>","speed":{},"stealth":"+37 (master) to notice it isn't a regular mirror","summary":"A magic mirror replaces characters with evil mirror duplicates from another dimension.","summary_markdown":"A magic mirror replaces characters with evil mirror duplicates from another dimension.","text":" Dimensional Darkside Mirror Source Pathfinder #168: King of the Mountain pg. 44 Complexity Complex A magic mirror replaces characters with evil mirror duplicates from another dimension. --- Stealth +37 (master) to notice it isn't a regular mirror Disable Thievery DC 40 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), Thievery DC 45 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (8th level; counteract DC 37) to counteract the mirror for 1 minute and prevent additional replacements during that time The mirror can't be damaged while any mirror duplicate is alive AC 34, Fort +25, Ref +20 Hardness 1 HP 4 (BT 2) Reflection of Evil Reaction (arcane, conjuration, teleportation); Trigger A non-evil creature is reflected in the mirror; Effect The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 41 Reflex to avoid being absorbed into the mirror), and rolls initiative. --- Routine (1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. --- Reset The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with Thievery, it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them.","trait":["Complex","Magical","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=62","weakness":{}}},{"_index":"aon18","_id":"hazard-63","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push ). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective. Fountain Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation. If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action. Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-63","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Town Hall Fire](/Hazards.aspx?ID=63)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 9</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns.\r\n\r\n---\r\n\r\n**Stealth**\r\n10; initiative modifier is +5\r\n\r\n**Disable**\r\nEliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from [_create water_](/Spells.aspx?ID=53) or [_hydraulic push_](/Spells.aspx?ID=154)). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A [waterskin](/Equipment.aspx?ID=62) doesn't contain enough water to put out even 1 square of fire. [Cold](/Traits.aspx?ID=27) can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a [frost vial](/Equipment.aspx?ID=77) typically puts out 1 square of fire, and [_ray of frost_](/Spells.aspx?ID=245) is ineffective.\n\n Fountain Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation.\n\n If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.\n\n Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire.\n\n<column gap=\"tiny\">\n\n</column>\n\n---\r\n**Routine**\r\nOn its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into—typically those with the most flammable materials. Any creature that ends its turn next to the flames takes 1d6 fire damage, and any creature within the flames takes 4d6 fire damage. Both of these have a DC 17 [basic](/Rules.aspx?ID=329) Reflex save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators' health).\n\n The fire has an additional effect on each of its turns after the first.\n\n **Turn 2** The chamber's northern door flies open and flames burst through, igniting the 10-foot-by-10-foot area in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose.\n\n **Turn 4+** Creatures in the room take 1d6 damage from smoke inhalation at the ends of their turns. Anyone who uses an Interact action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage.\n\n **Turn 5** Spectators still inside the room fall [unconscious](/Conditions.aspx?ID=38) from burns and smoke inhalation.\n\n **Turn 7** Spectators still in the room die.","name":"Town Hall Fire","rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 9</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns.\r\n</summary>","source":["Pathfinder #145: Hellknight Hill"],"source_raw":["Pathfinder #145: Hellknight Hill pg. 9"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 9</row>","speed":{},"stealth":"10; initiative modifier is +5","summary":"A fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns.","summary_markdown":"A fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns.","text":" Town Hall Fire Source Pathfinder #145: Hellknight Hill pg. 9 Complexity Complex A fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns. --- Stealth 10; initiative modifier is +5 Disable Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push ). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective. Fountain Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation. If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action. Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire. --- Routine On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into—typically those with the most flammable materials. Any creature that ends its turn next to the flames takes 1d6 fire damage, and any creature within the flames takes 4d6 fire damage. Both of these have a DC 17 basic Reflex save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators' health). The fire has an additional effect on each of its turns after the first. Turn 2 The chamber's northern door flies open and flames burst through, igniting the 10-foot-by-10-foot area in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose. Turn 4+ Creatures in the room take 1d6 damage from smoke inhalation at the ends of their turns. Anyone who uses an Interact action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage. Turn 5 Spectators still inside the room fall unconscious from burns and smoke inhalation. Turn 7 Spectators still in the room die.","trait":["Complex","Environmental","Fire"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Fire](/Traits.aspx?ID=72)","trait_raw":["Complex","Environmental","Fire"],"type":"Hazard","url":"/Hazards.aspx?ID=63","weakness":{}}},{"_index":"aon18","_id":"hazard-64","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 20 (trained) to deactivate a trigger built into the door's handle","exclude_from_search":false,"fortitude_save":12,"hardness":11,"hardness_raw":"11","hazard_type":"Trap","hp":44,"hp_raw":"44 (BT 22)","id":"hazard-64","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Spiked Doorframe](/Hazards.aspx?ID=64)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 46</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSpikes lance out of the doorframe to skewer anyone who attempts to open the door.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 20 (trained) to deactivate a trigger built into the door's handle\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +12, **Ref** +8\r\n\r\n**Hardness**\r\n11\r\n\r\n**HP**\r\n44 (BT 22)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spikes** <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=15)); **Trigger** The door is opened. **Effect** The trap makes an attack against the creature that opened the door.\n\n **Melee** spikes +17; **Damage** 4d6+3 piercing","name":"Spiked Doorframe","rarity":"common","reflex_save":8,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 46</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSpikes lance out of the doorframe to skewer anyone who attempts to open the door.\r\n</summary>","source":["Pathfinder #145: Hellknight Hill"],"source_raw":["Pathfinder #145: Hellknight Hill pg. 46"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 46</row>","speed":{},"stealth":"DC 25 (trained)","summary":"Spikes lance out of the doorframe to skewer anyone who attempts to open the door.","summary_markdown":"Spikes lance out of the doorframe to skewer anyone who attempts to open the door.","text":" Spiked Doorframe Source Pathfinder #145: Hellknight Hill pg. 46 Complexity Simple Spikes lance out of the doorframe to skewer anyone who attempts to open the door. --- Stealth DC 25 (trained) Disable Thievery DC 20 (trained) to deactivate a trigger built into the door's handle AC 21, Fort +12, Ref +8 Hardness 11 HP 44 (BT 22) Immunities critical hits, object immunities, precision damage Spikes Single Action (attack); Trigger The door is opened. Effect The trap makes an attack against the creature that opened the door. Melee spikes +17; Damage 4d6+3 piercing","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=64","weakness":{}}},{"_index":"aon18","_id":"hazard-65","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms.","exclude_from_search":false,"fortitude_save":13,"hazard_type":"Environmental","hp":52,"hp_raw":"52","id":"hazard-65","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Gloomglow Mushrooms](/Hazards.aspx?ID=65)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 57</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 26 (expert)\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +13, **Ref** +9\n\n**HP**\r\n52\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[cold](/Traits.aspx?ID=27) 10\n\n</column>\r\n\r\n**Glowing Spores** <actions string=\"Reaction\" /> **Trigger** A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was [cold](/Traits.aspx?ID=27) damage. **Effect** The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become [sickened 1](/Conditions.aspx?ID=34) and [stupefied 1](/Conditions.aspx?ID=37) (or sickened 2 and stupefied 2 on a critical failure) and take a 4 penalty to [Stealth](/Skills.aspx?ID=15) checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a [_prestidigitation_](/Spells.aspx?ID=229) spell, or a similar measure allowed by the GM.","name":"Gloomglow Mushrooms","rarity":"common","reflex_save":9,"release_date":"2019-08-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 57</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms\r\n</summary>","source":["Pathfinder #145: Hellknight Hill"],"source_raw":["Pathfinder #145: Hellknight Hill pg. 57"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #145: Hellknight Hill](/Sources.aspx?ID=4) pg. 57</row>","speed":{},"stealth":"DC 26 (expert)","summary":"A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms","summary_markdown":"A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms","text":" Gloomglow Mushrooms Source Pathfinder #145: Hellknight Hill pg. 57 Complexity Simple A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms --- Stealth DC 26 (expert) Disable Survival DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms. AC 21, Fort +13, Ref +9 HP 52 Immunities critical hits, object immunities, precision damage Weaknesses cold 10 Glowing Spores Reaction Trigger A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage. Effect The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become sickened 1 and stupefied 1 (or sickened 2 and stupefied 2 on a critical failure) and take a 4 penalty to Stealth checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a prestidigitation spell, or a similar measure allowed by the GM.","trait":["Environmental","Fungus"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fungus](/Traits.aspx?ID=77)","trait_raw":["Environmental","Fungus"],"type":"Hazard","url":"/Hazards.aspx?ID=65","weakness":{"cold":10},"weakness_markdown":"[cold](/Traits.aspx?ID=27) 10","weakness_raw":" cold 10"}},{"_index":"aon18","_id":"hazard-66","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":27,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Religion DC 26 (expert) to utter prayers to a nonevil deity to counteract Dahak's presence (prayers to Apsu allow this check to be made if the character is merely trained in Religion), Thievery DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful dispel magic (4th level; counteract DC 26).","exclude_from_search":false,"fortitude_save":17,"hazard_type":"Trap","hp":130,"hp_raw":"130","id":"hazard-66","immunity":["critical hits","fire","object immunities","precision damage"],"immunity_markdown":"critical hits, [fire](/Traits.aspx?ID=72), object immunities, precision damage","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Vision of Dahak](/Hazards.aspx?ID=66)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 10</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nBlasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of [Dahak](/Deities.aspx?ID=150) himself; a PC who succeeds at a DC 20 [Religion](/Skills.aspx?ID=13) check to [Recall Knowledge](/Actions.aspx?ID=26) notes that the fiery dragon closely resembles classical depictions of the draconic god of destruction.\r\n\r\n---\r\n\r\n**Stealth**\r\n+16 (expert)\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 26 (expert) to utter prayers to a nonevil deity to counteract Dahak's presence (prayers to [Apsu](/Deities.aspx?ID=149) allow this check to be made if the character is merely trained in Religion), [Thievery](/Skills.aspx?ID=17) DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful [_dispel magic_](/Spells.aspx?ID=78) (4th level; [counteract](/Rules.aspx?ID=371) DC 26).\n\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +17, **Ref** +13\n\n**HP**\r\n130\r\n\r\n**Immunities**\r\ncritical hits, [fire](/Traits.aspx?ID=72), object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[cold](/Traits.aspx?ID=27) 10\n\n</column>\r\n\r\n**Manifest** <actions string=\"Reaction\" /> **Trigger** A creature is within the way station. **Effect** The vision of Dahak appears in a 15-foot space adjacent to that creature and rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) The vision of Dahak manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area.\n\n **Breath Weapon** <actions string=\"Two Actions\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65), [fire](/Domains.aspx?ID=13)) The vision of Dahak unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals 6d6 fire damage to all creatures within (DC 26 [basic](/Rules.aspx?ID=329) Reflex save).\r\n\r\n---\r\n**Reset**\r\nThe vision of Dahak deactivates and resets automatically once no creatures remain within the Huntergate way station.","name":"Vision of Dahak","rarity":"rare","reflex_save":13,"release_date":"2019-09-01","reset":"The vision of Dahak deactivates and resets automatically once no creatures remain within the Huntergate way station.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 10</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBlasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of Dahak himself; a PC who succeeds at a DC 20 Religion …\r\n</summary>","source":["Pathfinder #146: Cult of Cinders"],"source_raw":["Pathfinder #146: Cult of Cinders pg. 10"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 10</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+16 (expert)","summary":"Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of Dahak himself; a PC who succeeds at a DC 20 Religion …","summary_markdown":"Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of Dahak himself; a PC who succeeds at a DC 20 Religion …","text":" Vision of Dahak Source Pathfinder #146: Cult of Cinders pg. 10 Complexity Complex Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of Dahak himself; a PC who succeeds at a DC 20 Religion check to Recall Knowledge notes that the fiery dragon closely resembles classical depictions of the draconic god of destruction. --- Stealth +16 (expert) Disable Religion DC 26 (expert) to utter prayers to a nonevil deity to counteract Dahak's presence (prayers to Apsu allow this check to be made if the character is merely trained in Religion), Thievery DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful dispel magic (4th level; counteract DC 26). AC 27, Fort +17, Ref +13 HP 130 Immunities critical hits, fire, object immunities, precision damage Weaknesses cold 10 Manifest Reaction Trigger A creature is within the way station. Effect The vision of Dahak appears in a 15-foot space adjacent to that creature and rolls initiative. --- Routine (2 actions) The vision of Dahak manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area. Breath Weapon Two Actions (divine, evocation, fire) The vision of Dahak unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals 6d6 fire damage to all creatures within (DC 26 basic Reflex save). --- Reset The vision of Dahak deactivates and resets automatically once no creatures remain within the Huntergate way station.","trait":["Complex","Fire","Magical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Fire](/Traits.aspx?ID=72), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Fire","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=66","weakness":{"cold":10},"weakness_markdown":"[cold](/Traits.aspx?ID=27) 10","weakness_raw":" cold 10"}},{"_index":"aon18","_id":"hazard-67","_score":4.0463834,"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Athletics DC 26 (expert) to push the pillar over, or Thievery DC 26 (expert) on the pillar to erase the magic runes that power it, or dispel magic (4th level; counteract DC 22) to dispel the pillar's magic.","exclude_from_search":false,"fortitude_save":17,"hardness":14,"hardness_raw":"14","hazard_type":"Trap","hp":56,"hp_raw":"56 (BT 28)","id":"hazard-67","immunity":["critical hits","fire","object immunities","precision damage"],"immunity_markdown":"critical hits, [fire](/Traits.aspx?ID=72), object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Dragon Pillar](/Hazards.aspx?ID=67)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 28</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA 10-foot-tall wooden pole topped by a wooden carving of [Dahak's](/Deities.aspx?ID=150) head. Each dragon pillar's head has been treated with something to give it a distinct color, as indicated in the specific encounter, but regardless of color, plumes of smoke waft up from the mouth.\r\n\r\n---\r\n\r\n**Stealth**\r\n+0 or [_detect magic_](/Spells.aspx?ID=66)\r\n\r\n**Disable**\r\n[Athletics](/Skills.aspx?ID=3) DC 26 (expert) to push the pillar over, or [Thievery](/Skills.aspx?ID=17) DC 26 (expert) on the pillar to erase the magic runes that power it, or [_dispel magic_](/Spells.aspx?ID=78) (4th level; [counteract](/Rules.aspx?ID=371) DC 22) to dispel the pillar's magic.\r\n\r\n**Perception** +16, [darkvision](/MonsterAbilities.aspx?ID=12) 60 feet<br />**Recognize Ally**; A dragon pillar can see through its empty eye sockets, and it can recognize Cinderclaws and their allies. A character disguised as a Cinderclaw can trick a dragon pillar into perceiving it as a Cinderclaw ally by using [Deception](/Skills.aspx?ID=5) to [Impersonate](/Actions.aspx?ID=46). A dragon pillar always uses Perception for initiative.\r\n\r\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +17, **Ref** +8\r\n\r\n**Hardness**\r\n14\r\n\r\n**HP**\r\n56 (BT 28)\r\n\r\n**Immunities**\r\ncritical hits, [fire](/Traits.aspx?ID=72), object immunities, precision damage\n\n</column>\r\n\r\n**Dragon Pillar Glance** <actions string=\"Reaction\" /> **Trigger** The dragon pillar sees a creature within 120 feet who isn't a recognized Cinderclaw or Cinderclaw ally. **Effect** The dragon pillar makes an eye beam Strike against the triggering creature, then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet.\n\n **Ranged** <actions string=\"Single Action\" /> eye beam +20 ([divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65), [range 120 feet](/Traits.aspx?ID=248)), **Effect** The target is subjected to an effect determined by the pillar's color and summarized below. On a critical hit, the target's save result is one degree worse. \n<ul><li>**Black Eye Beam (area A5)** ([incapacitation](/Traits.aspx?ID=93)) DC 24 Fortitude save. \n\n**Critical Success** The target is unaffected. <br />**Success** The target is [blinded](/Conditions.aspx?ID=1) for 1 round. <br />**Failure** The target is blinded for 1 hour. <br />**Critical Failure** The target is blinded for 24 hours.</li><li>**Blue Eye Beam (area A7)** ([incapacitation](/Traits.aspx?ID=93)) DC 24 Fortitude save. \n\n**Critical Success** The target is unaffected. <br />**Success** The target is [petrified](/Conditions.aspx?ID=30) for 1 round. <br />**Failure** The target is petrified for 1 hour. <br />**Critical Failure** The target is petrified permanently.</li><li>**Green Eye Beam (area A8)** ([poison](/Traits.aspx?ID=126)) 6d6 poison damage (DC 24 [basic](/Rules.aspx?ID=329) Reflex save).</li><li>**Indigo Eye Beam (area A9)** ([incapacitation](/Traits.aspx?ID=93)) DC 24 Will save. \n\n**Critical Success** The target is unaffected. <br />**Success** The target is [slowed 1](/Conditions.aspx?ID=35) for 1 round. <br />**Failure** The target is [confused](/Conditions.aspx?ID=5) for 1 round. <br />**Critical Failure** The target is [controlled](/Conditions.aspx?ID=6) by the dragon pillar and remains within 60 feet of it at all times, defending the dragon pillar from all non-Cinderclaws. While a target is controlled, it is treated as a Cinderclaw ally by the dragon pillar. The dragon pillar can control up to 3 targets at a time; any targets in excess who critically fail this saving throw are instead confused for 1d4+1 rounds. A controlled creature can attempt a new Will save once every 24 hours to escape control, but doing so automatically causes the dragon pillar to attack it with a new eye beam to attempt to re-establish control. The control ends if the pillar is destroyed.</li><li>**Yellow Eye Beam (area A12)** ([electricity](/Traits.aspx?ID=56)) 6d6 electricity damage (DC 24 [basic](/Rules.aspx?ID=329) Reflex save).</li><li>**Orange Eye Beam (area A15)** ([acid](/Traits.aspx?ID=3)) 6d6 acid damage (DC 24 [basic](/Rules.aspx?ID=329) Reflex save).</li><li>**Red Eye Beam (area A16)** ([fire](/Traits.aspx?ID=72)) 6d6 fire damage (DC 24 [basic](/Rules.aspx?ID=329) Reflex save).</li><li>**Violet Eye Beam (area B11)** ([incapacitation](/Traits.aspx?ID=93)) DC 24 Will save. \n\n**Critical Success** The target is unaffected. <br />**Success** The target is [stunned 1](/Conditions.aspx?ID=36). <br />**Failure** The target is stunned 3. <br />**Critical Failure** The target is stunned 7.</li></ul>\r\n\r\n---\r\n**Reset**\r\nThe dragon pillar deactivates and resets as soon as it perceives no appropriate targets in range.","name":"Dragon Pillar","rarity":"rare","reflex_save":8,"release_date":"2019-09-01","reset":"The dragon pillar deactivates and resets as soon as it perceives no appropriate targets in range.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 28</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA 10-foot-tall wooden pole topped by a wooden carving of Dahak's head. Each dragon pillar's head has been treated with something to give it a …\r\n</summary>","source":["Pathfinder #146: Cult of Cinders"],"source_raw":["Pathfinder #146: Cult of Cinders pg. 28"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 28</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+0 or detect magic ","summary":"A 10-foot-tall wooden pole topped by a wooden carving of Dahak's head. Each dragon pillar's head has been treated with something to give it a …","summary_markdown":"A 10-foot-tall wooden pole topped by a wooden carving of Dahak's head. Each dragon pillar's head has been treated with something to give it a …","text":" Dragon Pillar Source Pathfinder #146: Cult of Cinders pg. 28 Complexity Complex A 10-foot-tall wooden pole topped by a wooden carving of Dahak's head. Each dragon pillar's head has been treated with something to give it a distinct color, as indicated in the specific encounter, but regardless of color, plumes of smoke waft up from the mouth. --- Stealth +0 or detect magic Disable Athletics DC 26 (expert) to push the pillar over, or Thievery DC 26 (expert) on the pillar to erase the magic runes that power it, or dispel magic (4th level; counteract DC 22) to dispel the pillar's magic. Perception +16, darkvision 60 feet Recognize Ally ; A dragon pillar can see through its empty eye sockets, and it can recognize Cinderclaws and their allies. A character disguised as a Cinderclaw can trick a dragon pillar into perceiving it as a Cinderclaw ally by using Deception to Impersonate. A dragon pillar always uses Perception for initiative. AC 24, Fort +17, Ref +8 Hardness 14 HP 56 (BT 28) Immunities critical hits, fire, object immunities, precision damage Dragon Pillar Glance Reaction Trigger The dragon pillar sees a creature within 120 feet who isn't a recognized Cinderclaw or Cinderclaw ally. Effect The dragon pillar makes an eye beam Strike against the triggering creature, then rolls initiative. --- Routine (1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet. Ranged Single Action eye beam +20 (divine, evocation, range 120 feet), Effect The target is subjected to an effect determined by the pillar's color and summarized below. On a critical hit, the target's save result is one degree worse. Black Eye Beam (area A5) (incapacitation) DC 24 Fortitude save. Critical Success The target is unaffected. Success The target is blinded for 1 round. Failure The target is blinded for 1 hour. Critical Failure The target is blinded for 24 hours. Blue Eye Beam (area A7) (incapacitation) DC 24 Fortitude save. Critical Success The target is unaffected. Success The target is petrified for 1 round. Failure The target is petrified for 1 hour. Critical Failure The target is petrified permanently. Green Eye Beam (area A8) (poison) 6d6 poison damage (DC 24 basic Reflex save). Indigo Eye Beam (area A9) (incapacitation) DC 24 Will save. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round. Failure The target is confused for 1 round. Critical Failure The target is controlled by the dragon pillar and remains within 60 feet of it at all times, defending the dragon pillar from all non-Cinderclaws. While a target is controlled, it is treated as a Cinderclaw ally by the dragon pillar. The dragon pillar can control up to 3 targets at a time; any targets in excess who critically fail this saving throw are instead confused for 1d4+1 rounds. A controlled creature can attempt a new Will save once every 24 hours to escape control, but doing so automatically causes the dragon pillar to attack it with a new eye beam to attempt to re-establish control. The control ends if the pillar is destroyed. Yellow Eye Beam (area A12) (electricity) 6d6 electricity damage (DC 24 basic Reflex save). Orange Eye Beam (area A15) (acid) 6d6 acid damage (DC 24 basic Reflex save). Red Eye Beam (area A16) (fire) 6d6 fire damage (DC 24 basic Reflex save). Violet Eye Beam (area B11) (incapacitation) DC 24 Will save. Critical Success The target is unaffected. Success The target is stunned 1. Failure The target is stunned 3. Critical Failure The target is stunned 7. --- Reset The dragon pillar deactivates and resets as soon as it perceives no appropriate targets in range.","trait":["Complex","Magical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=67","weakness":{}}},{"_index":"aon18","_id":"hazard-68","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":26,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"No special skills are required to disable this manually activated trap. As an Interact action, a PC can sweep aside some black powder to interrupt the fuse line, but this doesn't prevent Gerhard from activating a keg via blunderbuss. A keg that is removed from its position (either by being thrown over the cliff or merely carried away) retains its explosive potential, but as long as one of the three kegs are removed they no longer have the precise placement required to trigger a collapse—an explosion at this point merely inflicts fire damage in the appropriate areas but does not particularly damage the temple structure itself. A keg's contents can be dispersed by scattering the gunpowder to the wind (most efficiently by pouring it over the cliff side) as a 2-action activity, or rendered permanently inert by pouring a gallon of water into the powder, inhibiting its explosive qualities. The kegs themselves can be destroyed with damage (note that the AC listed below for each keg takes into account the fact that Gerhard has wedged the kegs into nooks in the temple's stone flooring and walls), but note that any fire damage (including incidental fire damage from area effects like a fireball or Gerhard's blunderbuss) causes them to explode. At your option, other actions may be similarly effective at disabling this hazard.","exclude_from_search":false,"fortitude_save":17,"hardness":5,"hardness_raw":"5 Hidden Keg Hardness","hazard_type":"Trap","hp":20,"hp_raw":"20 (BT 10)","id":"hazard-68","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Black Powder Bomb](/Hazards.aspx?ID=68)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 40</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThree bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse into rubble and slide partially down the cliff face.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 15 (The three powder kegs aren't particularly well hidden, but they are out of sight to casual observation.)\r\n\r\n**Disable**\r\nNo special skills are required to disable this manually activated trap. As an Interact action, a PC can sweep aside some black powder to interrupt the fuse line, but this doesn't prevent Gerhard from activating a keg via blunderbuss. A keg that is removed from its position (either by being thrown over the cliff or merely carried away) retains its explosive potential, but as long as one of the three kegs are removed they no longer have the precise placement required to trigger a collapse—an explosion at this point merely inflicts fire damage in the appropriate areas but does not particularly damage the temple structure itself.\n\n A keg's contents can be dispersed by scattering the gunpowder to the wind (most efficiently by pouring it over the cliff side) as a 2-action activity, or rendered permanently inert by pouring a gallon of water into the powder, inhibiting its explosive qualities. The kegs themselves can be destroyed with damage (note that the AC listed below for each keg takes into account the fact that Gerhard has wedged the kegs into nooks in the temple's stone flooring and walls), but note that any [fire](/Traits.aspx?ID=72) damage (including incidental fire damage from area effects like a [_fireball_](/Spells.aspx?ID=119) or Gerhard's blunderbuss) causes them to explode. At your option, other actions may be similarly effective at disabling this hazard.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 26, **Fort** +17, **Ref** +8\r\n\r\n**Hidden Keg Hardness**\r\n5\r\n\r\n**Hidden Keg HP**\r\n20 (BT 10)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[fire](/Traits.aspx?ID=72) automatically penetrates hardness\n\n</column>\r\n\r\n**Destructive Explosion** <actions string=\"Reaction\" /> ([fire](/Traits.aspx?ID=72)); **Trigger** One of the three kegs takes any fire damage, including damage caused by a line of black powder burning up to a keg. **Effect** The keg explodes, causing 5d6 fire damage (DC 24 [basic](/Rules.aspx?ID=329) Reflex) in a 20-foot emanation; this can cause an instantaneous chain reaction if either of the other kegs are in this area (note that as positioned, all three kegs are in range to trigger a chain reaction). Fire damage in overlapping areas isn't cumulative, but if all three kegs are in their initial positions when the explosion occurs, the temple itself collapses, causing 8d6 bludgeoning damage to all creatures in the temple (DC 24 [basic](/Rules.aspx?ID=329) Reflex).","name":"Black Powder Bomb","rarity":"uncommon","reflex_save":8,"release_date":"2019-09-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse …\r\n</summary>","source":["Pathfinder #146: Cult of Cinders"],"source_raw":["Pathfinder #146: Cult of Cinders pg. 40"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 40</row>","speed":{},"spoilers":"Age of Ashes","stealth":"DC 15 (The three powder kegs aren't particularly well hidden, but they are out of sight to casual observation.)","summary":"Three bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse …","summary_markdown":"Three bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse …","text":" Black Powder Bomb Source Pathfinder #146: Cult of Cinders pg. 40 Complexity Simple Three bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse into rubble and slide partially down the cliff face. --- Stealth DC 15 (The three powder kegs aren't particularly well hidden, but they are out of sight to casual observation.) Disable No special skills are required to disable this manually activated trap. As an Interact action, a PC can sweep aside some black powder to interrupt the fuse line, but this doesn't prevent Gerhard from activating a keg via blunderbuss. A keg that is removed from its position (either by being thrown over the cliff or merely carried away) retains its explosive potential, but as long as one of the three kegs are removed they no longer have the precise placement required to trigger a collapse—an explosion at this point merely inflicts fire damage in the appropriate areas but does not particularly damage the temple structure itself. A keg's contents can be dispersed by scattering the gunpowder to the wind (most efficiently by pouring it over the cliff side) as a 2-action activity, or rendered permanently inert by pouring a gallon of water into the powder, inhibiting its explosive qualities. The kegs themselves can be destroyed with damage (note that the AC listed below for each keg takes into account the fact that Gerhard has wedged the kegs into nooks in the temple's stone flooring and walls), but note that any fire damage (including incidental fire damage from area effects like a fireball or Gerhard's blunderbuss) causes them to explode. At your option, other actions may be similarly effective at disabling this hazard. AC 26, Fort +17, Ref +8 Hidden Keg Hardness 5 Hidden Keg HP 20 (BT 10) Immunities critical hits, object immunities, precision damage Weaknesses fire automatically penetrates hardness Destructive Explosion Reaction (fire); Trigger One of the three kegs takes any fire damage, including damage caused by a line of black powder burning up to a keg. Effect The keg explodes, causing 5d6 fire damage (DC 24 basic Reflex) in a 20-foot emanation; this can cause an instantaneous chain reaction if either of the other kegs are in this area (note that as positioned, all three kegs are in range to trigger a chain reaction). Fire damage in overlapping areas isn't cumulative, but if all three kegs are in their initial positions when the explosion occurs, the temple itself collapses, causing 8d6 bludgeoning damage to all creatures in the temple (DC 24 basic Reflex).","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=68","weakness":{},"weakness_markdown":"[fire](/Traits.aspx?ID=72) automatically penetrates hardness","weakness_raw":" fire automatically penetrates hardness"}},{"_index":"aon18","_id":"hazard-69","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Each dragon pillar that is destroyed removes the corresponding color's effect from Dahak's shell; as long as even one color remains active, the pillars marking the shell's border cannot be damaged themselves, but a successful DC 32 Thievery (master) check or a successful dispel magic (6th level; counteract DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for 1d4 rounds.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-69","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Dahak's Shell](/Hazards.aspx?ID=69)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 55</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow.\r\n\r\n---\r\n\r\n**Stealth**\r\n+0 or [_detect magic_](/Spells.aspx?ID=66)\r\n\r\n**Disable**\r\nEach [dragon pillar](/Hazards.aspx?ID=67) that is destroyed removes the corresponding color's effect from Dahak's shell; as long as even one color remains active, the pillars marking the shell's border cannot be damaged themselves, but a successful DC 32 [Thievery](/Skills.aspx?ID=17) (master) check or a successful [_dispel magic_](/Spells.aspx?ID=78) (6th level; [counteract](/Rules.aspx?ID=371) DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for 1d4 rounds.\r\n\r\n**Shell Defense** ([abjuration](/Traits.aspx?ID=2), [divine](/Traits.aspx?ID=48), [light](/Traits.aspx?ID=100)) When a creature physically passes through the shell, the creature is affected simultaneously by all colors of energy currently active in the shell; apply these effects in the following order: red, orange, yellow, green, blue, indigo, violet, black. These effects are the same as that of the eye beams described on the [dragon pillar hazard](/Hazards.aspx?ID=67), but with a save DC of 32. Each effect requires its own save.\r\n\r\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Prismatic Beam** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [divine](/Traits.aspx?ID=48), [light](/Traits.aspx?ID=100)); **Trigger** a creature attempts and fails to disable one of the shell colors via Thievery or dispel magic; **Effect** Dahak's shell Strikes the triggering creature with a random eye beam. Roll 1d8 to determine the color (1red, 2orange, 3yellow, 4green, 5blue, 6indigo, 7violet, 8black).\n\n **Ranged** <actions string=\"Single Action\" /> eye beam +20 ([range 120 feet](/Traits.aspx?ID=248)), **Effect** The target suffers an effect corresponding to the eye beam's color, as described on the [dragon pillar hazard](/Hazards.aspx?ID=67), but with a save DC of 32. On a critical hit, the target's save result is one degree worse.","name":"Dahak's Shell","rarity":"unique","release_date":"2019-09-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 55</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow.\r\n</summary>","source":["Pathfinder #146: Cult of Cinders"],"source_raw":["Pathfinder #146: Cult of Cinders pg. 55"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 55</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+0 or detect magic ","summary":"A ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow.","summary_markdown":"A ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow.","text":" Dahak's Shell Source Pathfinder #146: Cult of Cinders pg. 55 Complexity Simple A ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow. --- Stealth +0 or detect magic Disable Each dragon pillar that is destroyed removes the corresponding color's effect from Dahak's shell; as long as even one color remains active, the pillars marking the shell's border cannot be damaged themselves, but a successful DC 32 Thievery (master) check or a successful dispel magic (6th level; counteract DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for 1d4 rounds. Shell Defense (abjuration, divine, light) When a creature physically passes through the shell, the creature is affected simultaneously by all colors of energy currently active in the shell; apply these effects in the following order: red, orange, yellow, green, blue, indigo, violet, black. These effects are the same as that of the eye beams described on the dragon pillar hazard, but with a save DC of 32. Each effect requires its own save. Prismatic Beam Reaction (abjuration, divine, light); Trigger a creature attempts and fails to disable one of the shell colors via Thievery or dispel magic; Effect Dahak's shell Strikes the triggering creature with a random eye beam. Roll 1d8 to determine the color (1red, 2orange, 3yellow, 4green, 5blue, 6indigo, 7violet, 8black). Ranged Single Action eye beam +20 (range 120 feet), Effect The target suffers an effect corresponding to the eye beam's color, as described on the dragon pillar hazard, but with a save DC of 32. On a critical hit, the target's save result is one degree worse.","trait":["Magical","Trap","Unique"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Magical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=69","weakness":{}}},{"_index":"aon18","_id":"hazard-70","_score":4.0463834,"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 29 (expert) to disrupt the divine magic, Religion DC 29 (expert) to placate the wrathful energies, or dispel magic (5th level; counteract DC 26).","exclude_from_search":false,"fortitude_save":22,"hardness":18,"hardness_raw":"18 Door Hardness","hazard_type":"Trap","hp":72,"hp_raw":"72 (BT 36)","id":"hazard-70","immunity":["critical hits","fire","object immunities","precision damage"],"immunity_markdown":"critical hits, [fire](/Traits.aspx?ID=72), object immunities, precision damage","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Wrath of the Destroyer](/Hazards.aspx?ID=70)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 57</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThese heavy doors, carved with an image of [Dahak](/Deities.aspx?ID=150), echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of Dahak's head emerging from the doors to strike at a foe.\r\n\r\n---\r\n\r\n**Stealth**\r\n+22 (expert) to notice subtle vapors of magical energy seething across the doors\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 29 (expert) to disrupt the divine magic, [Religion](/Skills.aspx?ID=13) DC 29 (expert) to placate the wrathful energies, or [_dispel magic_](/Spells.aspx?ID=78) (5th level; [counteract](/Rules.aspx?ID=371) DC 26).\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +22, **Ref** +14\r\n\r\n**Door Hardness**\r\n18\r\n\r\n**Door HP**\r\n72 (BT 36)\r\n\r\n**Immunities**\r\ncritical hits, [fire](/Traits.aspx?ID=72), object immunities, precision damage\n\n</column>\r\n\r\n**Expunge** <actions string=\"Reaction\" /> **Trigger** A non-worshipper of Dahak touches either door leading to C7; **Effect** The hazard targets the creature with Face of the Fatal Divine, then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the wrath of the destroyer targets the closest target in area C6 with Face of the Fatal Divine.\n\n **Face of the Fatal Divine** <actions string=\"Single Action\" /> ([death](/Traits.aspx?ID=40), [divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106)) The creature beholds the face of Dahak as it emerges to bite with its burning jaws, targeting the creature with [_phantasmal killer_](/Spells.aspx?ID=219) (5th level, Will DC 29).\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets if 1 minute passes without any creature being in range","name":"Wrath of the Destroyer","rarity":"common","reflex_save":14,"release_date":"2019-09-01","reset":"The trap deactivates and resets if 1 minute passes without any creature being in range","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 57</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThese heavy doors, carved with an image of Dahak , echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of …\r\n</summary>","source":["Pathfinder #146: Cult of Cinders"],"source_raw":["Pathfinder #146: Cult of Cinders pg. 57"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 57</row>","speed":{},"stealth":"+22 (expert) to notice subtle vapors of magical energy seething across the doors","summary":"These heavy doors, carved with an image of Dahak , echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of …","summary_markdown":"These heavy doors, carved with an image of Dahak , echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of …","text":" Wrath of the Destroyer Source Pathfinder #146: Cult of Cinders pg. 57 Complexity Complex These heavy doors, carved with an image of Dahak, echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of Dahak's head emerging from the doors to strike at a foe. --- Stealth +22 (expert) to notice subtle vapors of magical energy seething across the doors Disable Thievery DC 29 (expert) to disrupt the divine magic, Religion DC 29 (expert) to placate the wrathful energies, or dispel magic (5th level; counteract DC 26). AC 30, Fort +22, Ref +14 Door Hardness 18 Door HP 72 (BT 36) Immunities critical hits, fire, object immunities, precision damage Expunge Reaction Trigger A non-worshipper of Dahak touches either door leading to C7; Effect The hazard targets the creature with Face of the Fatal Divine, then rolls initiative. --- Routine (1 action) On its initiative, the wrath of the destroyer targets the closest target in area C6 with Face of the Fatal Divine. Face of the Fatal Divine Single Action (death, divine, emotion, fear, illusion, mental) The creature beholds the face of Dahak as it emerges to bite with its burning jaws, targeting the creature with phantasmal killer (5th level, Will DC 29). --- Reset The trap deactivates and resets if 1 minute passes without any creature being in range","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=70","weakness":{}}},{"_index":"aon18","_id":"hazard-71","_score":4.0463834,"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 27 (expert) two times to pry the gems embedded deep in the skull's eye sockets without triggering the sensor, or dispel magic (4th level, counteract DC 22) twice to dispel both eyes.","exclude_from_search":false,"fortitude_save":17,"hardness":14,"hardness_raw":"14","hazard_type":"Trap","hp":56,"hp_raw":"56 (BT 28)","id":"hazard-71","immunity":["critical hits","fire","object immunities","precision damage"],"immunity_markdown":"critical hits, [fire](/Traits.aspx?ID=72), object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Dahak's Skull](/Hazards.aspx?ID=71)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 61</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA pair of magical gems inside the dragon skull's eye sockets act as magical sensors with a 30-foot radius.\r\n\r\n---\r\n\r\n**Stealth**\r\n+0, but DC 24 to notice that the fiery lights within the skull's eye sockets seem to be looking around the room.\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 27 (expert) two times to pry the gems embedded deep in the skull's eye sockets without triggering the sensor, or [_dispel magic_](/Spells.aspx?ID=78) (4th level, [counteract](/Rules.aspx?ID=371) DC 22) twice to dispel both eyes.\r\n\r\n**Perception** +16; [darkvision](/MonsterAbilities.aspx?ID=12), [_see invisibility_](/Spells.aspx?ID=271)\r\n\r\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +17, **Ref** +8\r\n\r\n**Hardness**\r\n14\r\n\r\n**HP**\r\n56 (BT 28)\r\n\r\n**Immunities**\r\ncritical hits, [fire](/Traits.aspx?ID=72), object immunities, precision damage\n\n</column>\r\n\r\n**Dahak's Glance** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65), [fire](/Traits.aspx?ID=72)); **Trigger** A living creature that is not a member of the Cinderclaws enters area C9; **Effect** One of the dragon skull's eye sockets shoots an eye beam at the triggering creature, then the hazard rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) On its initiative, Dahak's skull fires up to two eye beams; it must target a different creature with each attack. The eye beams can't target creatures directly below the skull.\n\n **Ranged** eye beam +20 ([divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65), [fire](/Traits.aspx?ID=72), [range 150 feet](/Traits.aspx?ID=248)), Damage 8d6 fire","name":"Dahak's Skull","rarity":"unique","reflex_save":8,"release_date":"2019-09-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 61</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA pair of magical gems inside the dragon skull's eye sockets act as magical sensors with a 30-foot radius.\r\n</summary>","source":["Pathfinder #146: Cult of Cinders"],"source_raw":["Pathfinder #146: Cult of Cinders pg. 61"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #146: Cult of Cinders](/Sources.aspx?ID=7) pg. 61</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+0, but DC 24 to notice that the fiery lights within the skull's eye sockets seem to be looking around the room.","summary":"A pair of magical gems inside the dragon skull's eye sockets act as magical sensors with a 30-foot radius.","summary_markdown":"A pair of magical gems inside the dragon skull's eye sockets act as magical sensors with a 30-foot radius.","text":" Dahak's Skull Source Pathfinder #146: Cult of Cinders pg. 61 Complexity Complex A pair of magical gems inside the dragon skull's eye sockets act as magical sensors with a 30-foot radius. --- Stealth +0, but DC 24 to notice that the fiery lights within the skull's eye sockets seem to be looking around the room. Disable Thievery DC 27 (expert) two times to pry the gems embedded deep in the skull's eye sockets without triggering the sensor, or dispel magic (4th level, counteract DC 22) twice to dispel both eyes. Perception +16; darkvision, see invisibility AC 24, Fort +17, Ref +8 Hardness 14 HP 56 (BT 28) Immunities critical hits, fire, object immunities, precision damage Dahak's Glance Reaction (divine, evocation, fire); Trigger A living creature that is not a member of the Cinderclaws enters area C9; Effect One of the dragon skull's eye sockets shoots an eye beam at the triggering creature, then the hazard rolls initiative. --- Routine (2 actions) On its initiative, Dahak's skull fires up to two eye beams; it must target a different creature with each attack. The eye beams can't target creatures directly below the skull. Ranged eye beam +20 (divine, evocation, fire, range 150 feet), Damage 8d6 fire","trait":["Complex","Fire","Magical","Trap","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Fire](/Traits.aspx?ID=72), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Fire","Magical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=71","weakness":{}}},{"_index":"aon18","_id":"hazard-72","_score":4.0463834,"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 31 (expert) on the lathe releases the tension on its springs without unleashing its blades and gears.","exclude_from_search":false,"fortitude_save":22,"hardness":18,"hardness_raw":"18","hazard_type":"Trap","hp":72,"hp_raw":"72 (BT36)","id":"hazard-72","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Trapped Lathe](/Hazards.aspx?ID=72)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 7</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe powered lathe's springs have been critically overwound so that when jostled or triggered, the lathe unwinds violently, hurling blades, gears, and sharp shards of metal around the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+19 (expert); DC 29 to notice the line of cord running from the lathe's trigger toward the door to area A2.\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 31 (expert) on the lathe releases the tension on its springs without unleashing its blades and gears.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +22, **Ref** +14\r\n\r\n**Hardness**\r\n18\r\n\r\n**HP**\r\n72 (BT36)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Unleash Fragments** <actions string=\"Reaction\" /> **Trigger** The lathe is jostled or damaged, or its trigger is remotely pulled. **Effect** The trap makes a sharpened fragment Strike against a random target in area A1, then rolls for initiative.\n\n---\r\n**Routine**\r\n(4 actions) The lathe attempts four sharpened fragment attacks against creatures in the room, selecting a target randomly from all available targets in area A1. The trap does not take multiple attack penalties for any of its attacks. The trap loses 1 action each turn as its springs wind down, and becomes disabled when it has 0 actions.\n\n **Ranged** <actions string=\"Single Action\" /> sharpened fragment +26, Damage 2d8+12 slashing plus 1d8 [persistent bleed damage](/Conditions.aspx?ID=29) on a critical hit","name":"Trapped Lathe","rarity":"common","reflex_save":14,"release_date":"2019-09-18","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 7</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe powered lathe's springs have been critically overwound so that when jostled or triggered, the lathe unwinds violently, hurling blades, gears, and …\r\n</summary>","source":["Pathfinder #147: Tomorrow Must Burn"],"source_raw":["Pathfinder #147: Tomorrow Must Burn pg. 7"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 7</row>","speed":{},"stealth":"+19 (expert); DC 29 to notice the line of cord running from the lathe's trigger toward the door to area A2.","summary":"The powered lathe's springs have been critically overwound so that when jostled or triggered, the lathe unwinds violently, hurling blades, gears, and …","summary_markdown":"The powered lathe's springs have been critically overwound so that when jostled or triggered, the lathe unwinds violently, hurling blades, gears, and …","text":" Trapped Lathe Source Pathfinder #147: Tomorrow Must Burn pg. 7 Complexity Complex The powered lathe's springs have been critically overwound so that when jostled or triggered, the lathe unwinds violently, hurling blades, gears, and sharp shards of metal around the room. --- Stealth +19 (expert); DC 29 to notice the line of cord running from the lathe's trigger toward the door to area A2. Disable Thievery DC 31 (expert) on the lathe releases the tension on its springs without unleashing its blades and gears. AC 30, Fort +22, Ref +14 Hardness 18 HP 72 (BT36) Immunities critical hits, object immunities, precision damage Unleash Fragments Reaction Trigger The lathe is jostled or damaged, or its trigger is remotely pulled. Effect The trap makes a sharpened fragment Strike against a random target in area A1, then rolls for initiative. --- Routine (4 actions) The lathe attempts four sharpened fragment attacks against creatures in the room, selecting a target randomly from all available targets in area A1. The trap does not take multiple attack penalties for any of its attacks. The trap loses 1 action each turn as its springs wind down, and becomes disabled when it has 0 actions. Ranged Single Action sharpened fragment +26, Damage 2d8+12 slashing plus 1d8 persistent bleed damage on a critical hit","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=72","weakness":{}}},{"_index":"aon18","_id":"hazard-73","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Athletics or Thievery DC 25 (trained) to force or lever open a single branch, disabling that branch and freeing any creature trapped within. Thievery DC 29 (expert) to disrupt the tree's magical animation, shut it down, and free all trapped creatures. Placing a dreamstone in the tree's trunk takes 2 Interact actions and causes the trap to shut down, freeing all trapped creatures. Placing the cursed dreamstone from area B4 in the trunk instead increases the tree's actions per turn to 4 and gives it a +2 item bonus to all saving throws and attack rolls.","exclude_from_search":false,"fortitude_save":22,"hardness":10,"hardness_raw":"10 Branch Hardness","hazard_type":"Trap","hp":40,"hp_raw":"40 (BT 20) to break each branch","id":"hazard-73","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Tree of Dreadful Dreams](/Hazards.aspx?ID=73)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 11</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe statue of the willow tree animates, its branches lashing out to try to grab anyone in area B2.\r\n\r\n---\r\n\r\n**Stealth**\r\n+22 (expert)\r\n\r\n**Disable**\r\n[Athletics](/Skills.aspx?ID=3) or [Thievery](/Skills.aspx?ID=17) DC 25 (trained) to force or lever open a single branch, disabling that branch and freeing any creature trapped within. Thievery DC 29 (expert) to disrupt the tree's magical animation, shut it down, and free all trapped creatures. Placing a [_dreamstone_](/Equipment.aspx?ID=507) in the tree's trunk takes 2 Interact actions and causes the trap to shut down, freeing all trapped creatures. Placing the _cursed dreamstone_ from area B4 in the trunk instead increases the tree's actions per turn to 4 and gives it a +2 item bonus to all saving throws and attack rolls.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +22, **Ref** +14\r\n\r\n**Branch Hardness**\r\n10\r\n\r\n**Branch HP**\r\n40 (BT 20) to break each branch\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Attack of Opportunity** <actions string=\"Reaction\" /> The tree of dreadful dreams can attempt up to six [Attacks of Opportunity](/MonsterAbilities.aspx?ID=3) each round.\n\n---\r\n**Routine**\r\n(3 actions) The statue uses each action to attempt a branch Strike against a random creature in the room that it hasn't grabbed. If there are no creatures for it to attack and it has at least one creature grabbed, it instead Constricts. The trap can have up to six creatures grabbed.\n\n **Melee** <actions string=\"Single Action\" /> branch +26 (reach 20 feet), **Damage** 2d10+12 bludgeoning plus the target is [grabbed](/Conditions.aspx?ID=20) by the tree; no multiple attack penalty\n\n **[Constrict](/MonsterAbilities.aspx?ID=10)** <actions string=\"Single Action\" />; 1d10+12 bludgeoning, DC 27\n\n **Terrifying Visions** A creature that begins its turn grabbed by the trap experiences vivid, warped visions of true events and must succeed at a DC 31 Will save or take 4d8 mental damage. On a critical failure, the creature also becomes [doomed 1](/Conditions.aspx?ID=9). A creature that succeeds at its save is temporarily immune for 24 hours.\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets if it has no creatures grabbed and no creatures in the room to attack. If an uncursed _dreamstone_ is placed in its trunk, the statue doesn't reactivate.","name":"Tree of Dreadful Dreams","rarity":"rare","reflex_save":14,"release_date":"2019-09-18","reset":"The trap deactivates and resets if it has no creatures grabbed and no creatures in the room to attack. If an uncursed <i>dreamstone</i> is placed in its trunk, the statue doesn't reactivate.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 11</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe statue of the willow tree animates, its branches lashing out to try to grab anyone in area B2.\r\n</summary>","source":["Pathfinder #147: Tomorrow Must Burn"],"source_raw":["Pathfinder #147: Tomorrow Must Burn pg. 11"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 11</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+22 (expert)","summary":"The statue of the willow tree animates, its branches lashing out to try to grab anyone in area B2.","summary_markdown":"The statue of the willow tree animates, its branches lashing out to try to grab anyone in area B2.","text":" Tree of Dreadful Dreams Source Pathfinder #147: Tomorrow Must Burn pg. 11 Complexity Complex The statue of the willow tree animates, its branches lashing out to try to grab anyone in area B2. --- Stealth +22 (expert) Disable Athletics or Thievery DC 25 (trained) to force or lever open a single branch, disabling that branch and freeing any creature trapped within. Thievery DC 29 (expert) to disrupt the tree's magical animation, shut it down, and free all trapped creatures. Placing a dreamstone in the tree's trunk takes 2 Interact actions and causes the trap to shut down, freeing all trapped creatures. Placing the cursed dreamstone from area B4 in the trunk instead increases the tree's actions per turn to 4 and gives it a +2 item bonus to all saving throws and attack rolls. AC 30, Fort +22, Ref +14 Branch Hardness 10 Branch HP 40 (BT 20) to break each branch Immunities critical hits, object immunities, precision damage Attack of Opportunity Reaction The tree of dreadful dreams can attempt up to six Attacks of Opportunity each round. --- Routine (3 actions) The statue uses each action to attempt a branch Strike against a random creature in the room that it hasn't grabbed. If there are no creatures for it to attack and it has at least one creature grabbed, it instead Constricts. The trap can have up to six creatures grabbed. Melee Single Action branch +26 (reach 20 feet), Damage 2d10+12 bludgeoning plus the target is grabbed by the tree; no multiple attack penalty Constrict Single Action; 1d10+12 bludgeoning, DC 27 Terrifying Visions A creature that begins its turn grabbed by the trap experiences vivid, warped visions of true events and must succeed at a DC 31 Will save or take 4d8 mental damage. On a critical failure, the creature also becomes doomed 1. A creature that succeeds at its save is temporarily immune for 24 hours. --- Reset The trap deactivates and resets if it has no creatures grabbed and no creatures in the room to attack. If an uncursed dreamstone is placed in its trunk, the statue doesn't reactivate.","trait":["Complex","Magical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=73","weakness":{}}},{"_index":"aon18","_id":"hazard-74","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Religion DC 24 (expert) to perform an exorcism (with 2 actions)","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-74","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Barzillai's Hounds](/Hazards.aspx?ID=74)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 27</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nHell hounds invisible to all but their lone target burn their chosen victim.\r\n\r\n---\r\n\r\n**Stealth**\r\n+17\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 24 (expert) to perform an exorcism (with 2 actions)\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Begin the Hunt** <actions string=\"Reaction\" /> ([conjuration](/Traits.aspx?ID=33), [occult](/Traits.aspx?ID=120)); **Trigger** A creature that doesn't openly wear the symbol of [Asmodeus](/Deities.aspx?ID=2) comes within 60 feet of the haunt's initial location. **Effect** The hounds appear before the chosen target and begin to chase that creature, howling wildly. The haunt rolls initiative. Others cannot see or hear this baying and must [Seek](/Actions.aspx?ID=84) to determine the hounds' location.\n\n---\r\n**Routine**\r\n(2 actions) The haunt uses its first action to Stride, then its second action for a jaws Strike against its designated target if it is in reach. If the target is not in reach, the haunt resets.\n\n **Speed** 60 feet<br /> **Melee** <actions string=\"Single Action\" /> jaws +20 (magical), **Damage** 1d10+11 piercing plus 1d10 fire\r\n\r\n---\r\n**Reset**\r\nIf their designated target dies or the hounds can't reach it in a turn, the hounds vanish into noxious smoke, but they manifest again elsewhere in the city after the next sunset.","name":"Barzillai's Hounds","rarity":"rare","release_date":"2019-09-18","reset":"If their designated target dies or the hounds can't reach it in a turn, the hounds vanish into noxious smoke, but they manifest again elsewhere in the city after the next sunset.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 27</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHell hounds invisible to all but their lone target burn their chosen victim.\r\n</summary>","source":["Pathfinder #147: Tomorrow Must Burn"],"source_raw":["Pathfinder #147: Tomorrow Must Burn pg. 27"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 27</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+17","summary":"Hell hounds invisible to all but their lone target burn their chosen victim.","summary_markdown":"Hell hounds invisible to all but their lone target burn their chosen victim.","text":" Barzillai's Hounds Source Pathfinder #147: Tomorrow Must Burn pg. 27 Complexity Complex Hell hounds invisible to all but their lone target burn their chosen victim. --- Stealth +17 Disable Religion DC 24 (expert) to perform an exorcism (with 2 actions) Begin the Hunt Reaction (conjuration, occult); Trigger A creature that doesn't openly wear the symbol of Asmodeus comes within 60 feet of the haunt's initial location. Effect The hounds appear before the chosen target and begin to chase that creature, howling wildly. The haunt rolls initiative. Others cannot see or hear this baying and must Seek to determine the hounds' location. --- Routine (2 actions) The haunt uses its first action to Stride, then its second action for a jaws Strike against its designated target if it is in reach. If the target is not in reach, the haunt resets. Speed 60 feet Melee Single Action jaws +20 (magical), Damage 1d10+11 piercing plus 1d10 fire --- Reset If their designated target dies or the hounds can't reach it in a turn, the hounds vanish into noxious smoke, but they manifest again elsewhere in the city after the next sunset.","trait":["Complex","Haunt","Rare"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Rare](/Traits.aspx?ID=137)","trait_raw":["Complex","Haunt","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=74","weakness":{}}},{"_index":"aon18","_id":"hazard-75","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Religion DC 27 (expert) to break the curse with recitations against the power of Hell (2 actions), or Performance DC 22 (expert) to Perform an opposing composition","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-75","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Phantom Bells](/Hazards.aspx?ID=75)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Auditory\" url=\"/Traits.aspx?ID=16\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n<trait label=\"Sonic\" url=\"/Traits.aspx?ID=147\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 28</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe echo of diabolic bells reverberates with a bone-shaking clamor.\r\n\r\n---\r\n\r\n**Stealth**\r\n+10\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 27 (expert) to break the curse with recitations against the power of [Hell](/Planes.aspx?ID=18) (2 actions), or [Performance](/Skills.aspx?ID=12) DC 22 (expert) to [Perform](/Actions.aspx?ID=59) an opposing composition\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Distant Ringing** <actions string=\"Reaction\" /> ([auditory](/Traits.aspx?ID=16), [sonic](/Traits.aspx?ID=147)); **Trigger** A living creature approaches within 30 feet. **Effect** Sounds of creaking metal fill the area as the phantom bells begin to swing and the haunt rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The bells toll, dealing 4d6 sonic damage to each living creature within 30 feet (DC 24 [basic](/Rules.aspx?ID=329) Fortitude save).\r\n\r\n---\r\n**Reset**\r\nThe bells cease ringing if there are no living creatures within 30 feet","name":"Phantom Bells","rarity":"rare","release_date":"2019-09-18","reset":"The bells cease ringing if there are no living creatures within 30 feet","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Auditory\" url=\"/Traits.aspx?ID=16\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n<trait label=\"Sonic\" url=\"/Traits.aspx?ID=147\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 28</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe echo of diabolic bells reverberates with a bone-shaking clamor.\r\n</summary>","source":["Pathfinder #147: Tomorrow Must Burn"],"source_raw":["Pathfinder #147: Tomorrow Must Burn pg. 28"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 28</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+10","summary":"The echo of diabolic bells reverberates with a bone-shaking clamor.","summary_markdown":"The echo of diabolic bells reverberates with a bone-shaking clamor.","text":" Phantom Bells Source Pathfinder #147: Tomorrow Must Burn pg. 28 Complexity Complex The echo of diabolic bells reverberates with a bone-shaking clamor. --- Stealth +10 Disable Religion DC 27 (expert) to break the curse with recitations against the power of Hell (2 actions), or Performance DC 22 (expert) to Perform an opposing composition Distant Ringing Reaction (auditory, sonic); Trigger A living creature approaches within 30 feet. Effect Sounds of creaking metal fill the area as the phantom bells begin to swing and the haunt rolls initiative. --- Routine (1 action) The bells toll, dealing 4d6 sonic damage to each living creature within 30 feet (DC 24 basic Fortitude save). --- Reset The bells cease ringing if there are no living creatures within 30 feet","trait":["Auditory","Complex","Haunt","Rare","Sonic"],"trait_markdown":"[Auditory](/Traits.aspx?ID=16), [Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Rare](/Traits.aspx?ID=137), [Sonic](/Traits.aspx?ID=147)","trait_raw":["Auditory","Complex","Haunt","Rare","Sonic"],"type":"Hazard","url":"/Hazards.aspx?ID=75","weakness":{}}},{"_index":"aon18","_id":"hazard-76","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 28 (expert) twice to close a sluice (on a critical success, a sluice is closed immediately)","exclude_from_search":false,"hardness":17,"hardness_raw":"17 Sluiceway Hardness","hazard_type":"Trap","hp":38,"hp_raw":"38 (BT 34)","id":"hazard-76","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Quarry Sluiceway](/Hazards.aspx?ID=76)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 55</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nSix sluice gates open to allow thousands of gallons of water to begin flooding the room. The water churns through the room and flows out through three chutes on the south end of the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+17 (expert) or Perception DC 27 (expert) to notice the six cleverly hidden sluice gates while they are closed\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 28 (expert) twice to close a sluice (on a critical success, a sluice is closed immediately)\n\n<column gap=\"tiny\">\n\n**Sluiceway Hardness**\r\n17\r\n\r\n**Sluiceway HP**\r\n38 (BT 34)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Opened Sluices** <actions string=\"Reaction\" /> **Trigger** A creature Interacts to throw either the primary lever or backup lever. **Effect** The trap rolls initiative.\n\n---\r\n**Routine**\r\n(6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area J2). On the trap's second turn, the water starts filling the four slave pits in area J2. Each of the trap's actions fills the pits 4 inches (2 feet per round if all sluices are functional). If the slave pits fill to their total depth of 12 feet and the grates over the slave pits aren't open, the slaves begin to drown, dying if they aren't freed in 5 rounds. Once the slave pits are full, the water continues to slowly fill the central area over the course of an hour until it empties the reservoir and floods area J2 to a depth of 15 feet.\n\n Other options beyond disabling or destroying the sluices could prevent the flooding of the quarry pit at your discretion.\r\n\r\n---\r\n**Reset**\r\nThe trap resets if all six sluices are closed. If all the water has drained when this occurs, the water takes many months to refill.","name":"Quarry Sluiceway","rarity":"common","release_date":"2019-09-18","reset":"The trap resets if all six sluices are closed. If all the water has drained when this occurs, the water takes many months to refill.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 55</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSix sluice gates open to allow thousands of gallons of water to begin flooding the room. The water churns through the room and flows out through …\r\n</summary>","source":["Pathfinder #147: Tomorrow Must Burn"],"source_raw":["Pathfinder #147: Tomorrow Must Burn pg. 55"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #147: Tomorrow Must Burn](/Sources.aspx?ID=8) pg. 55</row>","speed":{},"stealth":"+17 (expert) or Perception DC 27 (expert) to notice the six cleverly hidden sluice gates while they are closed","summary":"Six sluice gates open to allow thousands of gallons of water to begin flooding the room. The water churns through the room and flows out through …","summary_markdown":"Six sluice gates open to allow thousands of gallons of water to begin flooding the room. The water churns through the room and flows out through …","text":" Quarry Sluiceway Source Pathfinder #147: Tomorrow Must Burn pg. 55 Complexity Complex Six sluice gates open to allow thousands of gallons of water to begin flooding the room. The water churns through the room and flows out through three chutes on the south end of the room. --- Stealth +17 (expert) or Perception DC 27 (expert) to notice the six cleverly hidden sluice gates while they are closed Disable Thievery DC 28 (expert) twice to close a sluice (on a critical success, a sluice is closed immediately) Sluiceway Hardness 17 Sluiceway HP 38 (BT 34) Immunities critical hits, object immunities, precision damage Opened Sluices Reaction Trigger A creature Interacts to throw either the primary lever or backup lever. Effect The trap rolls initiative. --- Routine (6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area J2). On the trap's second turn, the water starts filling the four slave pits in area J2. Each of the trap's actions fills the pits 4 inches (2 feet per round if all sluices are functional). If the slave pits fill to their total depth of 12 feet and the grates over the slave pits aren't open, the slaves begin to drown, dying if they aren't freed in 5 rounds. Once the slave pits are full, the water continues to slowly fill the central area over the course of an hour until it empties the reservoir and floods area J2 to a depth of 15 feet. Other options beyond disabling or destroying the sluices could prevent the flooding of the quarry pit at your discretion. --- Reset The trap resets if all six sluices are closed. If all the water has drained when this occurs, the water takes many months to refill.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=76","weakness":{}}},{"_index":"aon18","_id":"hazard-77","_score":4.0463834,"_source":{"ac":34,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 29 (master) to carefully fracture the crystals or Crafting DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals.","exclude_from_search":false,"fortitude_save":26,"hardness":18,"hardness_raw":"18","hazard_type":"Environmental","hp":72,"hp_raw":"72 (BT 36) per 5-foot patch","id":"hazard-77","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Wailing Crystals](/Hazards.aspx?ID=77)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 9</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be disabled or destroyed to negate the hazard.\r\n\r\n---\r\n\r\n**Stealth**\r\n+27 (master) or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 29 (master) to carefully fracture the crystals or [Crafting](/Skills.aspx?ID=4) DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 34, **Fort** +26, **Ref** +18\r\n\r\n**Hardness**\r\n18\r\n\r\n**HP**\r\n72 (BT 36) per 5-foot patch\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Echoing Cry** <actions string=\"Reaction\" /> ([occult](/Traits.aspx?ID=120)); **Trigger** A living creature approaches within 20 feet of a wailing crystal. **Effect** A despairing chorus of cries echoes off the crystals, working its way into the minds of all living creatures in Jewelgate Way Station, affecting them with [_crushing despair_](/Spells.aspx?ID=57) (7th level, DC 33). The hazard rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The hazard uses each action for an Anguished Shriek. The wailing crystals lose 1 action for each 5-foot patch of crystals that is broken or destroyed.\n\n **Anguished Shriek** ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120), [sonic](/Traits.aspx?ID=147)) A shrieking, distorted face composed of writhing necromantic energy lances out of the crystals to target a random living creature within 20 feet. The target takes 4d6 mental damage and 4d6 sonic damage (DC 33 [basic](/Rules.aspx?ID=329) Will save).\r\n\r\n---\r\n**Reset**\r\nThe wailing crystals deactivate and reset once no living creatures are within 20 feet.","name":"Wailing Crystals","rarity":"common","reflex_save":18,"release_date":"2019-10-16","reset":"The wailing crystals deactivate and reset once no living creatures are within 20 feet.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 9</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be …\r\n</summary>","source":["Pathfinder #148: Fires of the Haunted City"],"source_raw":["Pathfinder #148: Fires of the Haunted City pg. 9"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 9</row>","speed":{},"stealth":"+27 (master) or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals","summary":"Three clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be …","summary_markdown":"Three clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be …","text":" Wailing Crystals Source Pathfinder #148: Fires of the Haunted City pg. 9 Complexity Complex Three clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be disabled or destroyed to negate the hazard. --- Stealth +27 (master) or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals Disable Thievery DC 29 (master) to carefully fracture the crystals or Crafting DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals. AC 34, Fort +26, Ref +18 Hardness 18 HP 72 (BT 36) per 5-foot patch Immunities critical hits, object immunities, precision damage Echoing Cry Reaction (occult); Trigger A living creature approaches within 20 feet of a wailing crystal. Effect A despairing chorus of cries echoes off the crystals, working its way into the minds of all living creatures in Jewelgate Way Station, affecting them with crushing despair (7th level, DC 33). The hazard rolls initiative. --- Routine (3 actions) The hazard uses each action for an Anguished Shriek. The wailing crystals lose 1 action for each 5-foot patch of crystals that is broken or destroyed. Anguished Shriek (emotion, enchantment, mental, occult, sonic) A shrieking, distorted face composed of writhing necromantic energy lances out of the crystals to target a random living creature within 20 feet. The target takes 4d6 mental damage and 4d6 sonic damage (DC 33 basic Will save). --- Reset The wailing crystals deactivate and reset once no living creatures are within 20 feet.","trait":["Complex","Environmental","Magical"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103)","trait_raw":["Complex","Environmental","Magical"],"type":"Hazard","url":"/Hazards.aspx?ID=77","weakness":{}}},{"_index":"aon18","_id":"hazard-78","_score":4.0463834,"_source":{"ac":31,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Religion DC 30 (expert) to utter prayers that quell the crystals' necromantic compulsion to drink blood","exclude_from_search":false,"fortitude_save":24,"hardness":20,"hardness_raw":"20","hazard_type":"Environmental","hp":80,"hp_raw":"80 (BT 40)","id":"hazard-78","immunity":["critical hits (except bludgeoning or sonic )","object immunities","precision damage"],"immunity_markdown":"critical hits (except bludgeoning or [sonic](/Traits.aspx?ID=147)), object immunities, precision damage","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Lifeleech Crystal Patch](/Hazards.aspx?ID=78)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 10</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSharp, bloodthirsty crystals make walking through this chamber treacherous.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert) or [_detect magic_](/Spells.aspx?ID=66) to note the presence of necromantic energies suffusing the crystals.\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 30 (expert) to utter prayers that quell the crystals' necromantic compulsion to drink blood\n\n<column gap=\"tiny\">\r\n\r\n**AC** 31, **Fort** +24, **Ref** +12\r\n\r\n**Hardness**\r\n20\r\n\r\n**HP**\r\n80 (BT 40)\r\n\r\n**Immunities**\r\ncritical hits (except bludgeoning or [sonic](/Traits.aspx?ID=147)), object immunities, precision damage\r\n\r\n**Weaknesses**\r\nsonic 10\n\n</column>\r\n\r\n**Slice Legs** <actions string=\"Reaction\" /> **Trigger** A creature with blood moves through a patch of lifeleech crystals. **Effect** The crystals twist and slash, animating and cutting into the creature as it walks, dealing 5d8 slashing damage. The creature must attempt a DC 28 Reflex saving throw.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes full damage and is [drained 1](/Conditions.aspx?ID=10).<br />\r\n**Failure** The creature takes double damage and is drained 2.<br />\r\n**Critical Failure** As failure, plus the creature's blood causes fresh growth. A new 10-foot-square patch of lifeleech crystals grows in an adjacent space to the current patch of crystals.","name":"Lifeleech Crystal Patch","rarity":"common","reflex_save":12,"release_date":"2019-10-16","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 10</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSharp, bloodthirsty crystals make walking through this chamber treacherous.\r\n</summary>","source":["Pathfinder #148: Fires of the Haunted City"],"source_raw":["Pathfinder #148: Fires of the Haunted City pg. 10"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 10</row>","speed":{},"stealth":"DC 30 (expert) or detect magic to note the presence of necromantic energies suffusing the crystals.","summary":"Sharp, bloodthirsty crystals make walking through this chamber treacherous.","summary_markdown":"Sharp, bloodthirsty crystals make walking through this chamber treacherous.","text":" Lifeleech Crystal Patch Source Pathfinder #148: Fires of the Haunted City pg. 10 Complexity Simple Sharp, bloodthirsty crystals make walking through this chamber treacherous. --- Stealth DC 30 (expert) or detect magic to note the presence of necromantic energies suffusing the crystals. Disable Religion DC 30 (expert) to utter prayers that quell the crystals' necromantic compulsion to drink blood AC 31, Fort +24, Ref +12 Hardness 20 HP 80 (BT 40) Immunities critical hits (except bludgeoning or sonic), object immunities, precision damage Weaknesses sonic 10 Slice Legs Reaction Trigger A creature with blood moves through a patch of lifeleech crystals. Effect The crystals twist and slash, animating and cutting into the creature as it walks, dealing 5d8 slashing damage. The creature must attempt a DC 28 Reflex saving throw. Critical Success The creature is unaffected. Success The creature takes full damage and is drained 1. Failure The creature takes double damage and is drained 2. Critical Failure As failure, plus the creature's blood causes fresh growth. A new 10-foot-square patch of lifeleech crystals grows in an adjacent space to the current patch of crystals.","trait":["Environmental","Magical"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103)","trait_raw":["Environmental","Magical"],"type":"Hazard","url":"/Hazards.aspx?ID=78","weakness":{"sonic":10},"weakness_markdown":"sonic 10","weakness_raw":"sonic 10"}},{"_index":"aon18","_id":"hazard-79","_score":4.0463834,"_source":{"ac":28,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival DC 27 (expert) to remove a 10-foot-square patch of ash web without triggering the spores","exclude_from_search":false,"fortitude_save":22,"hazard_type":"Environmental","hp":100,"hp_raw":"100","id":"hazard-79","immunity":["acid","critical hits","electricity","fire","object immunities","precision damage"],"immunity_markdown":"[acid](/Traits.aspx?ID=3), critical hits, [electricity](/Traits.aspx?ID=56), [fire](/Traits.aspx?ID=72), object immunities, precision damage","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Ash Web](/Hazards.aspx?ID=79)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 12</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area B2 is a single organism. There are nine 10-foot-square patches to remove, but the whole organism dies once it takes enough damage.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 31 (expert)\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) DC 27 (expert) to remove a 10-foot-square patch of ash web without triggering the spores\n\n<column gap=\"tiny\">\r\n\r\n**AC** 28, **Fort** +22, **Ref** +14\n\n**HP**\r\n100\r\n\r\n**Immunities**\r\n[acid](/Traits.aspx?ID=3), critical hits, [electricity](/Traits.aspx?ID=56), [fire](/Traits.aspx?ID=72), object immunities, precision damage\n\n</column>\r\n\r\n**Spore Explosion** <actions string=\"Reaction\" /> **Trigger** A creature moves into the ash web's space or damages the web with any type of damage other than [cold](/Traits.aspx?ID=27) damage. **Requirements** The ash web is not in direct sunlight. **Effect** The triggering creature and all creatures within 10 feet of that creature are exposed to ash web spores.\n\n **Ash Web Spores** ([inhaled](/Traits.aspx?ID=96), [poison](/Traits.aspx?ID=126)) The [enfeebled](/Conditions.aspx?ID=13) condition from ash web remains even after the poison's duration ends. The condition's value reduces by 1 per hour. [Gugs](/Monsters.aspx?ID=252) are immune to this poison; instead, they have vivid and strange dreams when they sleep after ingesting ash web. **Saving Throw** Fortitude DC 29; **Maximum Duration** 6 rounds; **Stage 1** 2d6 poison damage and enfeebled 1 (1 round); **Stage 2** 4d6 poison damage and enfeebled 2 (1 round); **Stage 3** 6d6 poison and enfeebled 3 (1 round).\n\n---\r\n**Reset**\r\nThis large patch of ash web resets automatically at the start of the round.","name":"Ash Web","rarity":"common","reflex_save":14,"release_date":"2019-10-16","reset":"This large patch of ash web resets automatically at the start of the round.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 12</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area B2 is a single organism. There …\r\n</summary>","source":["Pathfinder #148: Fires of the Haunted City"],"source_raw":["Pathfinder #148: Fires of the Haunted City pg. 12"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 12</row>","speed":{},"stealth":"DC 31 (expert)","summary":"This dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area B2 is a single organism. There …","summary_markdown":"This dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area B2 is a single organism. There …","text":" Ash Web Source Pathfinder #148: Fires of the Haunted City pg. 12 Complexity Simple This dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area B2 is a single organism. There are nine 10-foot-square patches to remove, but the whole organism dies once it takes enough damage. --- Stealth DC 31 (expert) Disable Survival DC 27 (expert) to remove a 10-foot-square patch of ash web without triggering the spores AC 28, Fort +22, Ref +14 HP 100 Immunities acid, critical hits, electricity, fire, object immunities, precision damage Spore Explosion Reaction Trigger A creature moves into the ash web's space or damages the web with any type of damage other than cold damage. Requirements The ash web is not in direct sunlight. Effect The triggering creature and all creatures within 10 feet of that creature are exposed to ash web spores. Ash Web Spores (inhaled, poison) The enfeebled condition from ash web remains even after the poison's duration ends. The condition's value reduces by 1 per hour. Gugs are immune to this poison; instead, they have vivid and strange dreams when they sleep after ingesting ash web. Saving Throw Fortitude DC 29; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 3 (1 round). --- Reset This large patch of ash web resets automatically at the start of the round.","trait":["Environmental","Fungus"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fungus](/Traits.aspx?ID=77)","trait_raw":["Environmental","Fungus"],"type":"Hazard","url":"/Hazards.aspx?ID=79","weakness":{}}},{"_index":"aon18","_id":"hazard-80","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Religion DC 35 (master) three times to exorcise the spirits or Diplomacy DC 39 (expert) three times to talk them down.","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-80","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Echoes of Betrayal](/Hazards.aspx?ID=80)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 53</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nMalevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them to join the battle.\n\nThis haunt is Neutral Evil.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 35 (master) to hear the quiet murmurs of angry spirits\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 35 (master) three times to exorcise the spirits or [Diplomacy](/Skills.aspx?ID=6) DC 39 (expert) three times to talk them down.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Confuse** <actions string=\"Reaction\" /> ([emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** At least three creatures enter area H10. **Effect** The haunt takes control of all creatures in the prison, affecting them with [_confusion_](/Spells.aspx?ID=48) (8th level, DC 37).\n\n---\r\n**Routine**\r\n(1 action) As 1 action, the haunt causes a barrage of ghostly fists to lash from the walls, floors, and ceiling. The haunt attempts a spectral fist Strike against each creature in area H10.\n\n **Melee** spectral fist +35 ([magical](/Traits.aspx?ID=103), [reach 10 feet](/Traits.aspx?ID=192)), **Damage** 5d10 bludgeoning, and the creature must attempt a new DC 37 Will save against _confusion_ if it's not already [confused](/Conditions.aspx?ID=5).\r\n\r\n---\r\n**Reset**\r\nAfter 24 hours, the haunt returns. The spirits are permanently put to rest only if a lawfully appointed judge from Saggorak (or Kovlar) comes into the prison, takes damage from the haunt, and survives the attack.","name":"Echoes of Betrayal","rarity":"unique","release_date":"2019-10-16","reset":"After 24 hours, the haunt returns. The spirits are permanently put to rest only if a lawfully appointed judge from Saggorak (or Kovlar) comes into the prison, takes damage from the haunt, and survives the attack.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 53</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMalevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them …\r\n</summary>","source":["Pathfinder #148: Fires of the Haunted City"],"source_raw":["Pathfinder #148: Fires of the Haunted City pg. 53"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #148: Fires of the Haunted City](/Sources.aspx?ID=13) pg. 53</row>","speed":{},"spoilers":"Age of Ashes","stealth":"DC 35 (master) to hear the quiet murmurs of angry spirits","summary":"Malevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them …","summary_markdown":"Malevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them …","text":" Echoes of Betrayal Source Pathfinder #148: Fires of the Haunted City pg. 53 Complexity Complex Malevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them to join the battle. This haunt is Neutral Evil. --- Stealth DC 35 (master) to hear the quiet murmurs of angry spirits Disable Religion DC 35 (master) three times to exorcise the spirits or Diplomacy DC 39 (expert) three times to talk them down. Confuse Reaction (emotion, fear, illusion, mental, occult) Trigger At least three creatures enter area H10. Effect The haunt takes control of all creatures in the prison, affecting them with confusion (8th level, DC 37). --- Routine (1 action) As 1 action, the haunt causes a barrage of ghostly fists to lash from the walls, floors, and ceiling. The haunt attempts a spectral fist Strike against each creature in area H10. Melee spectral fist +35 (magical, reach 10 feet), Damage 5d10 bludgeoning, and the creature must attempt a new DC 37 Will save against confusion if it's not already confused. --- Reset After 24 hours, the haunt returns. The spirits are permanently put to rest only if a lawfully appointed judge from Saggorak (or Kovlar) comes into the prison, takes damage from the haunt, and survives the attack.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=80","weakness":{}}},{"_index":"aon18","_id":"hazard-81","_score":4.0463834,"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Occultism DC 38 (master) or Religion DC 38 (master) to calm the restless energies and suppress the haunt for 1 hour; a critical success deactivates the haunt permanently.","exclude_from_search":false,"fortitude_save":13,"hardness":20,"hardness_raw":"20 Painting Hardness","hazard_type":"Haunt","hp":30,"hp_raw":"30 per square (6 squares must be destroyed to disable the haunt)","id":"hazard-81","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Endless Elven Aging](/Hazards.aspx?ID=81)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 7</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA haunted mural fascinates characters and swiftly drains their vitality.\r\n\r\n---\r\n\r\n**Stealth**\r\n+33 (master)\r\n\r\n**Disable**\r\n[Occultism](/Skills.aspx?ID=11) DC 38 (master) or [Religion](/Skills.aspx?ID=13) DC 38 (master) to calm the restless energies and suppress the haunt for 1 hour; a critical success deactivates the haunt permanently.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +13, **Ref** +5\r\n\r\n**Painting Hardness**\r\n20\r\n\r\n**Painting HP**\r\n30 per square (6 squares must be destroyed to disable the haunt)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Lifelike Scintillation** <actions string=\"Reaction\" /> ([divination](/Traits.aspx?ID=47), [occult](/Traits.aspx?ID=120)) **Trigger** A living creature examines the mural or enters the room; **Effect** The haunt activates and rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) The haunt lures creatures into area A2 using Captivate. Any actions it hasn't used to Captivate are used to drain a living creature in the room with Live a Thousand Lives.\n\n **Captivate** <actions string=\"Single Action\" /> ([charm](/Traits.aspx?ID=247), [enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) The faintly moving images compel one creature within 30 feet of the room to move into the room. The creature attempts a DC 38 Will save.\n\n**Success** The target is unaffected.<br />\n**Failure** The target must spend all its actions on its next turn moving into the room, and is then [paralyzed](/Conditions.aspx?ID=28) until the end of its next turn.<br />\n**Critical Failure** As failure, and the target is also [stupefied 2](/Conditions.aspx?ID=37) for 1 minute.<br /> **Live a Thousand Lives** <actions string=\"Single Action\" /> ([mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) The haunt causes a living creature in the room to experience a full elven life, weathering every wound, misfortune, loss, and consequence of aging centuries in a matter of seconds. The target must attempt a DC 38 Fortitude save.\n\n**Critical Success** The target is unaffected.<br />\n**Success** The target becomes [fatigued](/Conditions.aspx?ID=15).<br />\n**Failure** The target becomes [drained 1](/Conditions.aspx?ID=10) (or its drained value increases by 1, to a maximum of drained 3), and it is paralyzed until the end of its next turn.<br />\n**Critical Failure** As failure, but the target also becomes [doomed 1](/Conditions.aspx?ID=9) (or its doomed value increases by 1).\r\n\r\n---\r\n**Reset**\r\nThe haunt continues its routine until there are no targets within 30 feet of the room. It then resets over the course of 1 minute and is able to activate again.","name":"Endless Elven Aging","rarity":"common","reflex_save":5,"release_date":"2019-11-13","reset":"The haunt continues its routine until there are no targets within 30 feet of the room. It then resets over the course of 1 minute and is able to activate again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 7</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA haunted mural fascinates characters and swiftly drains their vitality.\r\n</summary>","source":["Pathfinder #149: Against the Scarlet Triad"],"source_raw":["Pathfinder #149: Against the Scarlet Triad pg. 7"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 7</row>","speed":{},"stealth":"+33 (master)","summary":"A haunted mural fascinates characters and swiftly drains their vitality.","summary_markdown":"A haunted mural fascinates characters and swiftly drains their vitality.","text":" Endless Elven Aging Source Pathfinder #149: Against the Scarlet Triad pg. 7 Complexity Complex A haunted mural fascinates characters and swiftly drains their vitality. --- Stealth +33 (master) Disable Occultism DC 38 (master) or Religion DC 38 (master) to calm the restless energies and suppress the haunt for 1 hour; a critical success deactivates the haunt permanently. AC 20, Fort +13, Ref +5 Painting Hardness 20 Painting HP 30 per square (6 squares must be destroyed to disable the haunt) Immunities critical hits, object immunities, precision damage Lifelike Scintillation Reaction (divination, occult) Trigger A living creature examines the mural or enters the room; Effect The haunt activates and rolls initiative. --- Routine (2 actions) The haunt lures creatures into area A2 using Captivate. Any actions it hasn't used to Captivate are used to drain a living creature in the room with Live a Thousand Lives. Captivate Single Action (charm, enchantment, incapacitation, mental, occult) The faintly moving images compel one creature within 30 feet of the room to move into the room. The creature attempts a DC 38 Will save. Success The target is unaffected. Failure The target must spend all its actions on its next turn moving into the room, and is then paralyzed until the end of its next turn. Critical Failure As failure, and the target is also stupefied 2 for 1 minute. Live a Thousand Lives Single Action (mental, occult) The haunt causes a living creature in the room to experience a full elven life, weathering every wound, misfortune, loss, and consequence of aging centuries in a matter of seconds. The target must attempt a DC 38 Fortitude save. Critical Success The target is unaffected. Success The target becomes fatigued. Failure The target becomes drained 1 (or its drained value increases by 1, to a maximum of drained 3), and it is paralyzed until the end of its next turn. Critical Failure As failure, but the target also becomes doomed 1 (or its doomed value increases by 1). --- Reset The haunt continues its routine until there are no targets within 30 feet of the room. It then resets over the course of 1 minute and is able to activate again.","trait":["Complex","Haunt","Magical"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Magical](/Traits.aspx?ID=103)","trait_raw":["Complex","Haunt","Magical"],"type":"Hazard","url":"/Hazards.aspx?ID=81","weakness":{}}},{"_index":"aon18","_id":"hazard-82","_score":4.0463834,"_source":{"ac":39,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery (DC 36) to disable some firing mechanisms, making three adjacent squares in the trapped area safe to enter.","exclude_from_search":false,"fortitude_save":30,"hardness":26,"hardness_raw":"26","hazard_type":"Trap","hp":104,"hp_raw":"104 (BT 52)","id":"hazard-82","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Acidic Needle Launcher](/Hazards.aspx?ID=82)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 54</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 38 (master)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) (DC 36) to disable some firing mechanisms, making three adjacent squares in the trapped area safe to enter.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 39, **Fort** +30, **Ref** +22\r\n\r\n**Hardness**\r\n26\r\n\r\n**HP**\r\n104 (BT 52)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Needle Rain** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A creature moves into the area indicated on the map; **Effect** The trap shoots an acidic needle at a random target in the area indicated on the map, then rolls initiative.\n\n Ranged acidic needle +35, **Damage** 2d6 piercing plus 8d6 acid\n\n---\r\n**Routine**\r\n(3 actions) The acidic needle launcher fires a needle at a random target in the area indicated on the map.","name":"Acidic Needle Launcher","rarity":"common","reflex_save":22,"release_date":"2019-11-13","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 54</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid.\r\n</summary>","source":["Pathfinder #149: Against the Scarlet Triad"],"source_raw":["Pathfinder #149: Against the Scarlet Triad pg. 54"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 54</row>","speed":{},"stealth":"DC 38 (master)","summary":"A ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid.","summary_markdown":"A ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid.","text":" Acidic Needle Launcher Source Pathfinder #149: Against the Scarlet Triad pg. 54 Complexity Complex A ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid. --- Stealth DC 38 (master) Disable Thievery (DC 36) to disable some firing mechanisms, making three adjacent squares in the trapped area safe to enter. AC 39, Fort +30, Ref +22 Hardness 26 HP 104 (BT 52) Immunities critical hits, object immunities, precision damage Needle Rain Reaction (attack) Trigger A creature moves into the area indicated on the map; Effect The trap shoots an acidic needle at a random target in the area indicated on the map, then rolls initiative. Ranged acidic needle +35, Damage 2d6 piercing plus 8d6 acid --- Routine (3 actions) The acidic needle launcher fires a needle at a random target in the area indicated on the map.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=82","weakness":{}}},{"_index":"aon18","_id":"hazard-83","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Arcana (DC 41) to suppress the magic or Thievery (DC 41) to scratch out the ward","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-83","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Mental Scream Trap](/Hazards.aspx?ID=83)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 56</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA psychic scream disorients creatures in the area.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 43 (master)\r\n\r\n**Disable**\r\n[Arcana](/Skills.aspx?ID=2) (DC 41) to suppress the magic or [Thievery](/Skills.aspx?ID=17) (DC 41) to scratch out the ward\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Psychic Screech** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106)) **Trigger** A creature enters the marked area; **Effect** A psychic wail affects all creatures within 10 feet of the marked area, requiring them to attempt a DC 41 Will save.\r\n\r\n**Critical Success** The target is unaffected.<br />\r\n**Success** The target is [stunned 2](/Conditions.aspx?ID=36).<br />\r\n**Failure** The target is [paralyzed](/Conditions.aspx?ID=28) for 1 round, then stunned 2 when the paralysis ends.<br />\r\n**Critical Failure** The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.","name":"Mental Scream Trap","rarity":"common","release_date":"2019-11-13","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 56</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA psychic scream disorients creatures in the area.\r\n</summary>","source":["Pathfinder #149: Against the Scarlet Triad"],"source_raw":["Pathfinder #149: Against the Scarlet Triad pg. 56"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 56</row>","speed":{},"stealth":"DC 43 (master)","summary":"A psychic scream disorients creatures in the area.","summary_markdown":"A psychic scream disorients creatures in the area.","text":" Mental Scream Trap Source Pathfinder #149: Against the Scarlet Triad pg. 56 Complexity Simple A psychic scream disorients creatures in the area. --- Stealth DC 43 (master) Disable Arcana (DC 41) to suppress the magic or Thievery (DC 41) to scratch out the ward Psychic Screech Reaction (arcane, enchantment, incapacitation, mental) Trigger A creature enters the marked area; Effect A psychic wail affects all creatures within 10 feet of the marked area, requiring them to attempt a DC 41 Will save. Critical Success The target is unaffected. Success The target is stunned 2. Failure The target is paralyzed for 1 round, then stunned 2 when the paralysis ends. Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=83","weakness":{}}},{"_index":"aon18","_id":"hazard-84","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Occultism DC 36 (master) or Religion DC 36 (master) to exorcise the spirits","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-84","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Caustic Vapor](/Hazards.aspx?ID=84)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 57</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe door slams shut, and poison gas fills the room.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 40 (master)\r\n\r\n**Disable**\r\n[Occultism](/Skills.aspx?ID=11) DC 36 (master) or [Religion](/Skills.aspx?ID=13) DC 36 (master) to exorcise the spirits\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Breath Snatcher** <actions string=\"Reaction\" /> ([conjuration](/Traits.aspx?ID=33), [occult](/Traits.aspx?ID=120)) **Trigger** A living creature other than an [ooze](/MonsterFamilies.aspx?ID=79) spends at least 3 rounds in the room; **Effect** The trap activates and fills the area with caustic nightmare vapor, exposing all creatures within.\n\n Caustic Nightmare Vapor ([acid](/Traits.aspx?ID=3), [poison](/Traits.aspx?ID=126)) Oozes are immune to this poison; **Saving Throw** DC 38 Fortitude; **Onset** 1 round; **Maximum Duration** 6 rounds; **Stage 1** 4d6 acid damage and [confused](/Conditions.aspx?ID=5) (1 round); **Stage 2** 6d6 acid damage, confused, and [flat-footed](/Conditions.aspx?ID=16) (1 round); **Stage 3** 8d6 acid damage, confused, flat-footed, and [stupefied 2](/Conditions.aspx?ID=37) (1 round)\n\n---\r\n**Reset**\r\nThe trap resets after 1 day.","name":"Caustic Vapor","rarity":"common","release_date":"2019-11-13","reset":"The trap resets after 1 day.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 57</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe door slams shut, and poison gas fills the room.\r\n</summary>","source":["Pathfinder #149: Against the Scarlet Triad"],"source_raw":["Pathfinder #149: Against the Scarlet Triad pg. 57"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 57</row>","speed":{},"stealth":"DC 40 (master)","summary":"The door slams shut, and poison gas fills the room.","summary_markdown":"The door slams shut, and poison gas fills the room.","text":" Caustic Vapor Source Pathfinder #149: Against the Scarlet Triad pg. 57 Complexity Simple The door slams shut, and poison gas fills the room. --- Stealth DC 40 (master) Disable Occultism DC 36 (master) or Religion DC 36 (master) to exorcise the spirits Breath Snatcher Reaction (conjuration, occult) Trigger A living creature other than an ooze spends at least 3 rounds in the room; Effect The trap activates and fills the area with caustic nightmare vapor, exposing all creatures within. Caustic Nightmare Vapor (acid, poison) Oozes are immune to this poison; Saving Throw DC 38 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 4d6 acid damage and confused (1 round); Stage 2 6d6 acid damage, confused, and flat-footed (1 round); Stage 3 8d6 acid damage, confused, flat-footed, and stupefied 2 (1 round) --- Reset The trap resets after 1 day.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=84","weakness":{}}},{"_index":"aon18","_id":"hazard-85","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 40 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-85","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Luminous Ward](/Hazards.aspx?ID=85)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 58</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA burst of radiance explodes from the door.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 40 (master)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 40 (master) to disable the wards or [_dispel magic_](/Spells.aspx?ID=78) (9th level; [counteract](/Rules.aspx?ID=371) DC 38) to counteract the ward\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Radiant Explosion** <actions string=\"Reaction\" /> ([fire](/Traits.aspx?ID=72), [light](/Traits.aspx?ID=100)) **Trigger** A creature touches the door; **Effect** All creatures within 20 feet of the door are scorched with brilliant light, taking 20d6 fire damage (DC 40 [basic](/Rules.aspx?ID=329) Reflex save). A creature that fails this save is [blinded](/Conditions.aspx?ID=1) for 1 hour (or permanently on a critical failure).\n\n---\r\n**Reset**\r\nThe trap resets after 1 hour.","name":"Luminous Ward","rarity":"common","release_date":"2019-11-13","reset":"The trap resets after 1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 58</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA burst of radiance explodes from the door.\r\n</summary>","source":["Pathfinder #149: Against the Scarlet Triad"],"source_raw":["Pathfinder #149: Against the Scarlet Triad pg. 58"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 58</row>","speed":{},"stealth":"DC 40 (master)","summary":"A burst of radiance explodes from the door.","summary_markdown":"A burst of radiance explodes from the door.","text":" Luminous Ward Source Pathfinder #149: Against the Scarlet Triad pg. 58 Complexity Simple A burst of radiance explodes from the door. --- Stealth DC 40 (master) Disable Thievery DC 40 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward Radiant Explosion Reaction (fire, light) Trigger A creature touches the door; Effect All creatures within 20 feet of the door are scorched with brilliant light, taking 20d6 fire damage (DC 40 basic Reflex save). A creature that fails this save is blinded for 1 hour (or permanently on a critical failure). --- Reset The trap resets after 1 hour.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=85","weakness":{}}},{"_index":"aon18","_id":"hazard-86","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 43 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-86","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Seismic Spears Trap](/Hazards.aspx?ID=86)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 62</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nLines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become petrified.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 43 (master)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 43 (master) to disable the wards or [_dispel magic_](/Spells.aspx?ID=78) (9th level; [counteract](/Rules.aspx?ID=371) DC 38) to counteract the ward.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Cataclysmic Rain** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [earth](/Traits.aspx?ID=55), [fire](/Traits.aspx?ID=72)) **Trigger** A creature enters the marked area; **Effect** Fiery spears make one Strike against each living creature within 5 feet of the marked area.\n\n **Ranged** <actions string=\"Single Action\" /> seismic spear +40, **Damage** 3d10+10 fire damage and 3d10+10 piercing damage plus personal quake; no multiple attack penalty\n\n **Personal Quake** A creature struck by a seismic spear is [clumsy 3](/Conditions.aspx?ID=3) for 1 round as their body shakes uncontrollably. On a critical hit, a target must succeed at a DC 39 Fortitude save or be [petrified](/Conditions.aspx?ID=30) for 1 minute, or permanently on a critical failure.\n\n---\r\n**Reset**\r\nThe trap resets after 1 minute.","name":"Seismic Spears Trap","rarity":"common","release_date":"2019-11-13","reset":"The trap resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 62</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become petrified.\r\n</summary>","source":["Pathfinder #149: Against the Scarlet Triad"],"source_raw":["Pathfinder #149: Against the Scarlet Triad pg. 62"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #149: Against the Scarlet Triad](/Sources.aspx?ID=14) pg. 62</row>","speed":{},"stealth":"DC 43 (master)","summary":"Lines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become petrified.","summary_markdown":"Lines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become petrified.","text":" Seismic Spears Trap Source Pathfinder #149: Against the Scarlet Triad pg. 62 Complexity Simple Lines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become petrified. --- Stealth DC 43 (master) Disable Thievery DC 43 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward. Cataclysmic Rain Reaction (arcane, earth, fire) Trigger A creature enters the marked area; Effect Fiery spears make one Strike against each living creature within 5 feet of the marked area. Ranged Single Action seismic spear +40, Damage 3d10+10 fire damage and 3d10+10 piercing damage plus personal quake; no multiple attack penalty Personal Quake A creature struck by a seismic spear is clumsy 3 for 1 round as their body shakes uncontrollably. On a critical hit, a target must succeed at a DC 39 Fortitude save or be petrified for 1 minute, or permanently on a critical failure. --- Reset The trap resets after 1 minute.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=86","weakness":{}}},{"_index":"aon18","_id":"hazard-87","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Religion DC 40 (legendary) to call out to a non-evil deity for direct intervention to disperse the lesser dragonstorm (prayers to Apsu allow characters who are masters in Religion to attempt the check as if they were legendary instead), Thievery DC 42 (legendary) to deactivate Vengegate while the manifestation is forcing it open, or a successful dispel magic (10th level; DC 40) to counteract the lesser dragonstorm.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-87","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Lesser Dragonstorm](/Hazards.aspx?ID=87)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 6</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills Alseta's Ring.\r\n\r\n---\r\n\r\n**Stealth**\r\n+38 (legendary)\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 40 (legendary) to call out to a non-evil deity for direct intervention to disperse the lesser dragonstorm (prayers to [Apsu](/Deities.aspx?ID=149) allow characters who are masters in Religion to attempt the check as if they were legendary instead), [Thievery](/Skills.aspx?ID=17) DC 42 (legendary) to deactivate Vengegate while the manifestation is forcing it open, or a successful [_dispel magic_](/Spells.aspx?ID=78) (10th level; DC 40) to [counteract](/Rules.aspx?ID=371) the lesser dragonstorm.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Manifest Lesser Dragonstorm** <actions string=\"Reaction\" /> **Trigger** A creature attempts to activate Vengegate; **Effect** The chamber within Alseta's Ring fills with a dragonstorm. Creatures within this area take 10d8 damage, equally split between acid, cold, electricity, fire, and poison.\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the lesser dragonstorm reaches out and blasts all creatures within Alseta's Ring. Affected creatures take 10d8 damage (DC 46 [basic](/Rules.aspx?ID=329) Reflex save), evenly split between acid, cold, fire, electricity, and poison. Creatures that fail their save are [pulled](/Rules.aspx?ID=451) 20 feet toward the center of Alseta's Ring (or are knocked [prone](/Conditions.aspx?ID=31) and pulled 30 feet on a critical failure). After 10 rounds, the lesser dragonstorm is destroyed, but a much greater dragonstorm manifests in the surrounding region—see The Dragonstorm on page 7.","name":"Lesser Dragonstorm","rarity":"rare","release_date":"2019-12-12","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 6</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills Alseta's Ring.\r\n</summary>","source":["Pathfinder #150: Broken Promises"],"source_raw":["Pathfinder #150: Broken Promises pg. 6"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 6</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+38 (legendary)","summary":"A small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills Alseta's Ring.","summary_markdown":"A small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills Alseta's Ring.","text":" Lesser Dragonstorm Source Pathfinder #150: Broken Promises pg. 6 Complexity Complex A small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills Alseta's Ring. --- Stealth +38 (legendary) Disable Religion DC 40 (legendary) to call out to a non-evil deity for direct intervention to disperse the lesser dragonstorm (prayers to Apsu allow characters who are masters in Religion to attempt the check as if they were legendary instead), Thievery DC 42 (legendary) to deactivate Vengegate while the manifestation is forcing it open, or a successful dispel magic (10th level; DC 40) to counteract the lesser dragonstorm. Manifest Lesser Dragonstorm Reaction Trigger A creature attempts to activate Vengegate; Effect The chamber within Alseta's Ring fills with a dragonstorm. Creatures within this area take 10d8 damage, equally split between acid, cold, electricity, fire, and poison. --- Routine (1 action) On its initiative, the lesser dragonstorm reaches out and blasts all creatures within Alseta's Ring. Affected creatures take 10d8 damage (DC 46 basic Reflex save), evenly split between acid, cold, fire, electricity, and poison. Creatures that fail their save are pulled 20 feet toward the center of Alseta's Ring (or are knocked prone and pulled 30 feet on a critical failure). After 10 rounds, the lesser dragonstorm is destroyed, but a much greater dragonstorm manifests in the surrounding region—see The Dragonstorm on page 7.","trait":["Complex","Environmental","Magical","Rare"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137)","trait_raw":["Complex","Environmental","Magical","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=87","weakness":{}}},{"_index":"aon18","_id":"hazard-88","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"The dragonstorm can't be disabled—only endured. It ends only once the attack on Breachill and Citadel Altaerein is over.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-88","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Dragonstorm](/Hazards.aspx?ID=88)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 7</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation's retribution, the dragonstorm wreaks localized havoc.\r\n\r\n---\r\n\r\n**Stealth**\r\n+40 (legendary)\r\n\r\n**Disable**\r\nThe dragonstorm can't be disabled—only endured. It ends only once the attack on Breachill and Citadel Altaerein is over.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Localized Dragonstorm** <actions string=\"Reaction\" /> ([air](/Traits.aspx?ID=5)) **Trigger** A new wave begins; **Effect** Roll 1d10 to determine which effect manifests from the following possibilities. The placement of these effects is guided by [Dahak's](/Deities.aspx?ID=150) will, and they should manifest in the most detrimental locations possible to the PCs.<br /> <br />**12: Acid Rain** ([acid](/Traits.aspx?ID=3)) A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take 6d10 acid damage (DC 42 [basic](/Rules.aspx?ID=329) Reflex save). Creatures that critically fail also take 5 [persistent acid damage](/Conditions.aspx?ID=29). <br />**34: Freezing Wind** ([cold](/Traits.aspx?ID=27)) A barrage of freezing wind and hail assaults all creatures in a 20-foot burst. Creatures in the area take 3d10 cold damage and 3d10 bludgeoning damage (DC 42 [basic](/Rules.aspx?ID=329) Reflex save). Creatures that critically fail are [slowed 1](/Conditions.aspx?ID=35) for 1 round. <br />**56: Bolts of Lightning** ([electricity](/Traits.aspx?ID=56)) Several bolts of lightning strike all creatures in a 20-foot burst. Creatures in the area take 6d10 electricity damage (DC 42 [basic](/Rules.aspx?ID=329) Reflex save). Creatures that critically fail their saves become [blinded](/Conditions.aspx?ID=1) and [deafened](/Conditions.aspx?ID=8) for 1 round. <br />**78: Flaming Vortex** ([fire](/Traits.aspx?ID=72)) Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area take 6d10 fire damage (DC 42 [basic](/Rules.aspx?ID=329) Reflex save). Creatures that critically fail their saves also take 5 [persistent fire damage](/Conditions.aspx?ID=29).<br /> **910: Poison Miasma** ([poison](/Traits.aspx?ID=126)) Poisonous mist rolls forth, covering a 20-foot burst for 1 round. Creatures within the mist become [concealed](/Conditions.aspx?ID=4), and creatures outside it become concealed to creatures within it. Creatures within the mist take 6d10 poison damage (DC 42 [basic](/Rules.aspx?ID=329) Fortitude save). Creatures that critically fail their saves become [enfeebled 2](/Conditions.aspx?ID=13).","name":"Dragonstorm","rarity":"rare","release_date":"2019-12-12","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 7</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation's …\r\n</summary>","source":["Pathfinder #150: Broken Promises"],"source_raw":["Pathfinder #150: Broken Promises pg. 7"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 7</row>","speed":{},"spoilers":"Age of Ashes","stealth":"+40 (legendary)","summary":"A massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation's …","summary_markdown":"A massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation's …","text":" Dragonstorm Source Pathfinder #150: Broken Promises pg. 7 Complexity Simple A massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation's retribution, the dragonstorm wreaks localized havoc. --- Stealth +40 (legendary) Disable The dragonstorm can't be disabled—only endured. It ends only once the attack on Breachill and Citadel Altaerein is over. Localized Dragonstorm Reaction (air) Trigger A new wave begins; Effect Roll 1d10 to determine which effect manifests from the following possibilities. The placement of these effects is guided by Dahak's will, and they should manifest in the most detrimental locations possible to the PCs. 12: Acid Rain (acid) A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take 6d10 acid damage (DC 42 basic Reflex save). Creatures that critically fail also take 5 persistent acid damage. 34: Freezing Wind (cold) A barrage of freezing wind and hail assaults all creatures in a 20-foot burst. Creatures in the area take 3d10 cold damage and 3d10 bludgeoning damage (DC 42 basic Reflex save). Creatures that critically fail are slowed 1 for 1 round. 56: Bolts of Lightning (electricity) Several bolts of lightning strike all creatures in a 20-foot burst. Creatures in the area take 6d10 electricity damage (DC 42 basic Reflex save). Creatures that critically fail their saves become blinded and deafened for 1 round. 78: Flaming Vortex (fire) Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area take 6d10 fire damage (DC 42 basic Reflex save). Creatures that critically fail their saves also take 5 persistent fire damage. 910: Poison Miasma (poison) Poisonous mist rolls forth, covering a 20-foot burst for 1 round. Creatures within the mist become concealed, and creatures outside it become concealed to creatures within it. Creatures within the mist take 6d10 poison damage (DC 42 basic Fortitude save). Creatures that critically fail their saves become enfeebled 2.","trait":["Environmental","Magical","Rare"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137)","trait_raw":["Environmental","Magical","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=88","weakness":{}}},{"_index":"aon18","_id":"hazard-89","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":43,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Deception 45 (legendary) to pretend to be Erveniss and ask for forgiveness, Diplomacy 45 (legendary) to convince Damurdiel to stand down ( elves who are masters in Diplomacy can attempt the check as if they were legendary instead), or Religion 40 (legendary) to call upon Calistria to calm Damurdiel's spirit.","exclude_from_search":false,"fortitude_save":26,"hazard_type":"Haunt","hp":128,"hp_raw":"128 (BT 64) dagger","id":"hazard-89","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Damurdiel's Vengeance](/Hazards.aspx?ID=89)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 18</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAn elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool.\r\n\r\n---\r\n\r\n**Stealth**\r\n+37 (legendary) or DC 47 to notice the dagger left in the pool start to move on its own\r\n\r\n**Disable**\r\n[Deception](/Skills.aspx?ID=5) 45 (legendary) to pretend to be Erveniss and ask for forgiveness, [Diplomacy](/Skills.aspx?ID=6) 45 (legendary) to convince Damurdiel to stand down ([elves](/Ancestries.aspx?ID=2) who are masters in Diplomacy can attempt the check as if they were legendary instead), or [Religion](/Skills.aspx?ID=13) 40 (legendary) to call upon [Calistria](/Deities.aspx?ID=3) to calm Damurdiel's spirit.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 43, **Fort** +26, **Ref** +26, **Will** +35\n\n**HP**\r\n128 (BT 64) dagger\n\n</column>\r\n\r\n**Surprise Strike** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A creature approaches within 5 feet of the pool's edge; **Effect** The ghostly elf causes a dagger to rise out of the waters and then fling toward the triggering creature. If the attack is a hit, it is a critical hit instead. The haunt then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The haunt attempts to Strike with the dagger.\n\n **Ranged** <actions string=\"Single Action\" /> ([agile](/Traits.aspx?ID=170), [thrown 10 feet](/Traits.aspx?ID=195), [versatile S](/Traits.aspx?ID=200)) dagger +40, **Damage** 4d4+10 piercing plus 20 negative\r\n\r\n---\r\n**Reset**\r\nDamurdiel's spirit subsides once she is destroyed or if she manages to reduce a creature to 0 Hit Points. She returns after 1 minute.","name":"Damurdiel's Vengeance","rarity":"common","reflex_save":26,"release_date":"2019-12-12","reset":"Damurdiel's spirit subsides once she is destroyed or if she manages to reduce a creature to 0 Hit Points. She returns after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 18</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool.\r\n</summary>","source":["Pathfinder #150: Broken Promises"],"source_raw":["Pathfinder #150: Broken Promises pg. 18"],"source_category":"Adventure Paths","source_group":"Age of Ashes","source_markdown":"<row gap=\"tiny\">[Pathfinder #150: Broken Promises](/Sources.aspx?ID=15) pg. 18</row>","speed":{},"stealth":"+37 (legendary) or DC 47 to notice the dagger left in the pool start to move on its own","summary":"An elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool.","summary_markdown":"An elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool.","text":" Damurdiel's Vengeance Source Pathfinder #150: Broken Promises pg. 18 Complexity Complex An elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool. --- Stealth +37 (legendary) or DC 47 to notice the dagger left in the pool start to move on its own Disable Deception 45 (legendary) to pretend to be Erveniss and ask for forgiveness, Diplomacy 45 (legendary) to convince Damurdiel to stand down (elves who are masters in Diplomacy can attempt the check as if they were legendary instead), or Religion 40 (legendary) to call upon Calistria to calm Damurdiel's spirit. AC 43, Fort +26, Ref +26, Will +35 HP 128 (BT 64) dagger Surprise Strike Reaction (attack) Trigger A creature approaches within 5 feet of the pool's edge; Effect The ghostly elf causes a dagger to rise out of the waters and then fling toward the triggering creature. If the attack is a hit, it is a critical hit instead. The haunt then rolls initiative. --- Routine (3 actions) The haunt attempts to Strike with the dagger. Ranged Single Action (agile, thrown 10 feet, versatile S) dagger +40, Damage 4d4+10 piercing plus 20 negative --- Reset Damurdiel's spirit subsides once she is destroyed or if she manages to reduce a creature to 0 Hit Points. She returns after 1 minute.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=89","weakness":{},"will_save":35}},{"_index":"aon18","_id":"hazard-90","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 23 Nature (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 Thievery (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds.","exclude_from_search":false,"fortitude_save":15,"hardness":12,"hardness_raw":"12 Carcass Hardness","hazard_type":"Trap","hp":20,"hp_raw":"20 (BT 10)","id":"hazard-90","immunity":["critical hits","object immunities","precision damage."],"immunity_markdown":"critical hits, object immunities, precision damage.","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Centipede Carcasses Trap](/Hazards.aspx?ID=90)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 50</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+11 (trained)\r\n\r\n**Disable**\r\nDC 23 [Nature](/Skills.aspx?ID=10) (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 [Thievery](/Skills.aspx?ID=17) (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +15, **Ref** +9\r\n\r\n**Carcass Hardness**\r\n12\r\n\r\n**Carcass HP**\r\n20 (BT 10)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage.\n\n</column>\r\n\r\n**Volley of Legs** <actions string=\"Reaction\" /> **Trigger** A carcass is touched or jostled; **Effect** Each creature within 30 feet of any centipede carcass takes 4d4 piercing damage (DC 22 [basic](/Rules.aspx?ID=329) Reflex save), and the area becomes difficult terrain due to the many sharpened legs on the ground. Each creature that Strides more than 10 feet through the area must succeed at a DC 20 [Acrobatics](/Skills.aspx?ID=1) check or take 1d4 piercing damage. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) Each creature within 30 feet of a centipede carcass that hasn't been disabled takes 6d4 piercing damage (DC 22 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Centipede Carcasses Trap","rarity":"common","reflex_save":9,"release_date":"2021-08-05","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 50</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room.\r\n</summary>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 50"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 50</row>","speed":{},"stealth":"+11 (trained)","summary":"Three giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room.","summary_markdown":"Three giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room.","text":" Centipede Carcasses Trap Source Pathfinder #169: Kindled Magic pg. 50 Complexity Complex Three giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room. --- Stealth +11 (trained) Disable DC 23 Nature (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 Thievery (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds. AC 22, Fort +15, Ref +9 Carcass Hardness 12 Carcass HP 20 (BT 10) Immunities critical hits, object immunities, precision damage. Volley of Legs Reaction Trigger A carcass is touched or jostled; Effect Each creature within 30 feet of any centipede carcass takes 4d4 piercing damage (DC 22 basic Reflex save), and the area becomes difficult terrain due to the many sharpened legs on the ground. Each creature that Strides more than 10 feet through the area must succeed at a DC 20 Acrobatics check or take 1d4 piercing damage. The trap then rolls initiative. --- Routine (1 action) Each creature within 30 feet of a centipede carcass that hasn't been disabled takes 6d4 piercing damage (DC 22 basic Reflex save).","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=90","weakness":{}}},{"_index":"aon18","_id":"hazard-91","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-91","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Serpent Ward](/Hazards.aspx?ID=91)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 9</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nIllusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\nIllusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Curse the Intruders** <actions string=\"Reaction\" /> ([curse](/Traits.aspx?ID=38), [illusion](/Traits.aspx?ID=92), [occult](/Traits.aspx?ID=120)) **Trigger** The trapped door is opened other than by a [serpentfolk](/MonsterFamilies.aspx?ID=151); **Effect** Hissing, illusionary snakes leap from the door. Each living creature within 30 feet is subjected to the [curse of potent poison](/Curses.aspx?ID=31). If a living creature opened the door, that creature must roll its saving throw against the curse twice and take the worse result (this is a [misfortune](/Traits.aspx?ID=110) effect).","name":"Serpent Ward","rarity":"uncommon","release_date":"2021-09-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 9</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIllusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders.\r\n</summary>","source":["Pathfinder #170: Spoken on the Song Wind"],"source_raw":["Pathfinder #170: Spoken on the Song Wind pg. 9"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 9</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"DC 25 (expert)","summary":"Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders.","summary_markdown":"Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders.","text":" Serpent Ward Source Pathfinder #170: Spoken on the Song Wind pg. 9 Complexity Complex Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders. --- Stealth DC 25 (expert) Disable Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders. Curse the Intruders Reaction (curse, illusion, occult) Trigger The trapped door is opened other than by a serpentfolk; Effect Hissing, illusionary snakes leap from the door. Each living creature within 30 feet is subjected to the curse of potent poison. If a living creature opened the door, that creature must roll its saving throw against the curse twice and take the worse result (this is a misfortune effect).","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=91","weakness":{}}},{"_index":"aon18","_id":"hazard-92","_score":4.0463834,"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 25 Survival (trained) to distract or trick the plants or DC 22 Nature (expert) to calm the plants","exclude_from_search":false,"fortitude_save":17,"hazard_type":"Environmental","hp":60,"hp_raw":"60 (BT 30)","id":"hazard-92","immunity":["mental"],"immunity_markdown":"[mental](/Traits.aspx?ID=106)","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Agitated Carnivorous Plants](/Hazards.aspx?ID=92)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 36</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nMany carnivorous plants that were once kept satiated now hunger for any meat they can get, even lashing out onto the path to get it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained)\r\n\r\n**Disable**\r\nDC 25 [Survival](/Skills.aspx?ID=16) (trained) to distract or trick the plants or DC 22 [Nature](/Domains.aspx?ID=22) (expert) to calm the plants\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +17, **Ref** +9\n\n**HP**\r\n60 (BT 30)\r\n\r\n**Immunities**\r\n[mental](/Traits.aspx?ID=106)\r\n\r\n**Weaknesses**\r\n[acid](/Traits.aspx?ID=3) 10, [fire](/Traits.aspx?ID=72) 10, slashing 10\n\n</column>\r\n\r\n**Trapping Vines** <actions string=\"Reaction\" /> **Trigger** A creature moves within reach of the carnivorous plants' vines; **Effect** The vines wrap around the triggering creature. The creature must succeed at a DC 22 Reflex save or be [grabbed](/Conditions.aspx?ID=20) until it [Escapes](/Actions.aspx?ID=79) (DC 22). Whether or not the creature is grabbed, the plants make a gnawing plants Strike against the creature.\n\n **Melee** <actions string=\"Single Action\" /> gnawing plants +17, **Damage** 8d4+12 piecing","name":"Agitated Carnivorous Plants","rarity":"uncommon","reflex_save":9,"release_date":"2021-09-01","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 36</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMany carnivorous plants that were once kept satiated now hunger for any meat they can get, even lashing out onto the path to get it.\r\n</summary>","source":["Pathfinder #170: Spoken on the Song Wind"],"source_raw":["Pathfinder #170: Spoken on the Song Wind pg. 36"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 36</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"DC 20 (trained)","summary":"Many carnivorous plants that were once kept satiated now hunger for any meat they can get, even lashing out onto the path to get it.","summary_markdown":"Many carnivorous plants that were once kept satiated now hunger for any meat they can get, even lashing out onto the path to get it.","text":" Agitated Carnivorous Plants Source Pathfinder #170: Spoken on the Song Wind pg. 36 Complexity Simple Many carnivorous plants that were once kept satiated now hunger for any meat they can get, even lashing out onto the path to get it. --- Stealth DC 20 (trained) Disable DC 25 Survival (trained) to distract or trick the plants or DC 22 Nature (expert) to calm the plants AC 20, Fort +17, Ref +9 HP 60 (BT 30) Immunities mental Weaknesses acid 10, fire 10, slashing 10 Trapping Vines Reaction Trigger A creature moves within reach of the carnivorous plants' vines; Effect The vines wrap around the triggering creature. The creature must succeed at a DC 22 Reflex save or be grabbed until it Escapes (DC 22). Whether or not the creature is grabbed, the plants make a gnawing plants Strike against the creature. Melee Single Action gnawing plants +17, Damage 8d4+12 piecing","trait":["Environmental","Uncommon"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Environmental","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=92","weakness":{"acid":10,"fire":10,"slashing":10},"weakness_markdown":"[acid](/Traits.aspx?ID=3) 10, [fire](/Traits.aspx?ID=72) 10, slashing 10","weakness_raw":" acid 10, fire 10, slashing 10"}},{"_index":"aon18","_id":"hazard-93","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 27 Crafting (expert) or DC 25 Thievery (expert) to find and disconnect the plate from the tipping mechanism","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-93","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Boulder Deadfall Trap](/Hazards.aspx?ID=93)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 40</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (trained); DC 0 to spot the balanced boulders\r\n\r\n**Disable**\r\nDC 27 [Crafting](/Skills.aspx?ID=4) (expert) or DC 25 [Thievery](/Skills.aspx?ID=17) (expert) to find and disconnect the plate from the tipping mechanism\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Deadfall** <actions string=\"Reaction\" /> **Trigger** A creature enters the area without taking care to avoid the hidden trigger plate; **Effect** Creatures within 10 feet of the cave entrance take 4d10+18 damage (DC 25 [basic](/Rules.aspx?ID=329) Reflex save).\n\n---\r\n**Reset**\r\nResetting the boulders in the trap is a labor-intensive project that takes 2 hours.","name":"Boulder Deadfall Trap","rarity":"uncommon","release_date":"2021-09-01","reset":"Resetting the boulders in the trap is a labor-intensive project that takes 2 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance.\r\n</summary>","source":["Pathfinder #170: Spoken on the Song Wind"],"source_raw":["Pathfinder #170: Spoken on the Song Wind pg. 40"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 40</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"DC 25 (trained); DC 0 to spot the balanced boulders","summary":"A weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance.","summary_markdown":"A weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance.","text":" Boulder Deadfall Trap Source Pathfinder #170: Spoken on the Song Wind pg. 40 Complexity Simple A weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance. --- Stealth DC 25 (trained); DC 0 to spot the balanced boulders Disable DC 27 Crafting (expert) or DC 25 Thievery (expert) to find and disconnect the plate from the tipping mechanism Deadfall Reaction Trigger A creature enters the area without taking care to avoid the hidden trigger plate; Effect Creatures within 10 feet of the cave entrance take 4d10+18 damage (DC 25 basic Reflex save). --- Reset Resetting the boulders in the trap is a labor-intensive project that takes 2 hours.","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=93","weakness":{}}},{"_index":"aon18","_id":"hazard-94","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 26 Thievery (expert), DC 28 Arcana (expert), or DC 28 Occultism (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-94","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Electrified Water Ward](/Hazards.aspx?ID=94)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 57</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nPassing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity.\r\n\r\n---\r\n\r\n**Stealth**\r\n+18 (expert)\r\n\r\n**Disable**\r\nDC 26 [Thievery](/Skills.aspx?ID=17) (expert), DC 28 [Arcana](/Skills.aspx?ID=2) (expert), or DC 28 [Occultism](/Skills.aspx?ID=11) (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Electrocution** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [electricity](/Traits.aspx?ID=56), [evocation](/Traits.aspx?ID=65)); **Trigger** A creature passes over the invisible underwater rune between the north and south doors; **Effect** The trap deals 4d10 electricity damage (DC 26 [basic](/Rules.aspx?ID=329) Reflex save) to creatures touching the water, and then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The trap deals 4d10 electricity damage (DC 26 basic Reflex save) to all creatures in the room. A creature that fails the save is [slowed 1](/Conditions.aspx?ID=35) (slowed 2 on a critical failure). A creature that isn't touching the water treats the result of its saving throw as one degree of success better.\r\n\r\n---\r\n**Reset**\r\nThe pulses stop as soon as no creatures are in the hallway, and then reset after 1 hour. ","name":"Electrified Water Ward","rarity":"common","release_date":"2021-09-01","reset":"The pulses stop as soon as no creatures are in the hallway, and then reset after 1 hour. ","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 57</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPassing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity.\r\n</summary>","source":["Pathfinder #170: Spoken on the Song Wind"],"source_raw":["Pathfinder #170: Spoken on the Song Wind pg. 57"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #170: Spoken on the Song Wind](/Sources.aspx?ID=97) pg. 57</row>","speed":{},"stealth":"+18 (expert)","summary":"Passing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity.","summary_markdown":"Passing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity.","text":" Electrified Water Ward Source Pathfinder #170: Spoken on the Song Wind pg. 57 Complexity Complex Passing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity. --- Stealth +18 (expert) Disable DC 26 Thievery (expert), DC 28 Arcana (expert), or DC 28 Occultism (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room. Electrocution Reaction (arcane, electricity, evocation); Trigger A creature passes over the invisible underwater rune between the north and south doors; Effect The trap deals 4d10 electricity damage (DC 26 basic Reflex save) to creatures touching the water, and then rolls initiative. --- Routine (1 action) The trap deals 4d10 electricity damage (DC 26 basic Reflex save) to all creatures in the room. A creature that fails the save is slowed 1 (slowed 2 on a critical failure). A creature that isn't touching the water treats the result of its saving throw as one degree of success better. --- Reset The pulses stop as soon as no creatures are in the hallway, and then reset after 1 hour. ","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=94","weakness":{}}},{"_index":"aon18","_id":"hazard-95","_score":4.0463834,"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 22 (trained) to disconnect the trip wire or Crafting DC 24 (expert) to carefully reduce the pressure and prevent the blast","exclude_from_search":false,"fortitude_save":12,"hardness":12,"hardness_raw":"12","hazard_type":"Trap","hp":48,"hp_raw":"48 (BT 24)","id":"hazard-95","immunity":["object immunities"],"immunity_markdown":"object immunities","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Steam Vents](/Hazards.aspx?ID=95)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Steam\" url=\"/Traits.aspx?ID=415\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nLarge pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 22 (trained) to disconnect the trip wire or [Crafting](/Skills.aspx?ID=4) DC 24 (expert) to carefully reduce the pressure and prevent the blast\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +12, **Ref** +12\r\n\r\n**Hardness**\r\n12\r\n\r\n**HP**\r\n48 (BT 24)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Steam Blast** <actions string=\"Reaction\" /> **Trigger** The trip wire is pulled or severed, typically because a creature walked through the square with the trip wire; **Effect** Steam erupts from the pipes, dealing 3d6 bludgeoning damage and 3d6 fire damage (DC 24 [basic](/Rules.aspx?ID=329) Reflex save) to all creatures within 15 feet. Creatures that critically fail their save are knocked [prone](/Conditions.aspx?ID=31).","name":"Steam Vents","rarity":"uncommon","reflex_save":12,"release_date":"2021-10-13","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Steam\" url=\"/Traits.aspx?ID=415\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nLarge pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers.\r\n</summary>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 81"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>","speed":{},"stealth":"DC 22 (trained)","summary":"Large pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers.","summary_markdown":"Large pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers.","text":" Steam Vents Source Guns &amp; Gears pg. 81 Complexity Simple Large pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers. --- Stealth DC 22 (trained) Disable Thievery DC 22 (trained) to disconnect the trip wire or Crafting DC 24 (expert) to carefully reduce the pressure and prevent the blast AC 20, Fort +12, Ref +12 Hardness 12 HP 48 (BT 24) Immunities object immunities Steam Blast Reaction Trigger The trip wire is pulled or severed, typically because a creature walked through the square with the trip wire; Effect Steam erupts from the pipes, dealing 3d6 bludgeoning damage and 3d6 fire damage (DC 24 basic Reflex save) to all creatures within 15 feet. Creatures that critically fail their save are knocked prone.","trait":["Mechanical","Steam","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Steam](/Traits.aspx?ID=415), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Steam","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=95","weakness":{}}},{"_index":"aon18","_id":"hazard-96","_score":4.0463834,"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 28 (expert) to carefully disconnect the coil from the fence or Crafting DC 30 (master) to jury-rig a grounding device to nullify the shock","exclude_from_search":false,"fortitude_save":20,"hardness":15,"hardness_raw":"15","hazard_type":"Trap","hp":60,"hp_raw":"60 (BT 30)","id":"hazard-96","immunity":["object immunities"],"immunity_markdown":"object immunities","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Insistent Privacy Fence](/Hazards.aspx?ID=96)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Electricity\" url=\"/Traits.aspx?ID=56\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA stretch of fence is electrified by a hidden Stasian coil.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 28 (expert) to carefully disconnect the coil from the fence or [Crafting](/Skills.aspx?ID=4) DC 30 (master) to jury-rig a grounding device to nullify the shock\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +20, **Ref** +14\r\n\r\n**Hardness**\r\n15\r\n\r\n**HP**\r\n60 (BT 30)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Shock** <actions string=\"Reaction\" /> **Trigger** A creature touches the fence directly or with a tool or weapon; **Effect** The fence deals 7d12 electricity damage to the triggering creature (DC 26 [basic](/Rules.aspx?ID=329) Reflex save).\n\n---\r\n**Reset**\r\nThe trap deactivates and resets after 1 minute.","name":"Insistent Privacy Fence","rarity":"rare","reflex_save":14,"release_date":"2021-10-13","reset":"The trap deactivates and resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Electricity\" url=\"/Traits.aspx?ID=56\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA stretch of fence is electrified by a hidden Stasian coil.\r\n</summary>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 81"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>","speed":{},"stealth":"DC 30 (expert)","summary":"A stretch of fence is electrified by a hidden Stasian coil.","summary_markdown":"A stretch of fence is electrified by a hidden Stasian coil.","text":" Insistent Privacy Fence Source Guns &amp; Gears pg. 81 Complexity Simple A stretch of fence is electrified by a hidden Stasian coil. --- Stealth DC 30 (expert) Disable Thievery DC 28 (expert) to carefully disconnect the coil from the fence or Crafting DC 30 (master) to jury-rig a grounding device to nullify the shock AC 25, Fort +20, Ref +14 Hardness 15 HP 60 (BT 30) Immunities object immunities Shock Reaction Trigger A creature touches the fence directly or with a tool or weapon; Effect The fence deals 7d12 electricity damage to the triggering creature (DC 26 basic Reflex save). --- Reset The trap deactivates and resets after 1 minute.","trait":["Electricity","Mechanical","Rare","Trap"],"trait_markdown":"[Electricity](/Traits.aspx?ID=56), [Mechanical](/Traits.aspx?ID=105), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Electricity","Mechanical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=96","weakness":{}}},{"_index":"aon18","_id":"hazard-97","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"ac":35,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 37 Thievery (master) to jam a mannequin's clockwork mechanisms or Religion DC 35 (expert) twice to exorcise a spirit from a mannequin.","exclude_from_search":false,"fortitude_save":26,"hardness":10,"hardness_raw":"10","hazard_type":"Haunt","hp":70,"hp_raw":"70 (BT 35)","id":"hazard-97","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Malevolent Mannequins](/Hazards.aspx?ID=97)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA host of violent spirits possess three clockwork mannequins, and each lashes out at any creatures that dare walk near.\r\n\r\n---\r\n\r\n**Stealth**\r\n+27\r\n\r\n**Disable**\r\nDC 37 [Thievery](/Skills.aspx?ID=17) (master) to jam a mannequin's clockwork mechanisms or [Religion](/Skills.aspx?ID=13) DC 35 (expert) twice to exorcise a spirit from a mannequin.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 35, **Fort** +26, **Ref** +28\r\n\r\n**Hardness**\r\n10\r\n\r\n**HP (per mannequin)**\r\n70 (BT 35)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[electricity](/Traits.aspx?ID=56) 20\n\n</column>\r\n\r\n**Awaken** <actions string=\"Reaction\" /> **Trigger** A creature comes within 30 feet of a mannequin; **Effect** The mannequins all lurch towards the triggering creature, Striding up to 50 feet, then roll initiative.\n\n---\r\n**Routine**\r\n(9 actions) Each of the mannequins uses three of the haunt's actions on each turn, and the haunt loses three actions each turn for every disabled or destroyed mannequin. Each mannequin uses its first action to Stride up to 50 feet and its remaining two actions to make clockwork fist Strikes. Each has its own separate multiple attack penalty.<br /> **Melee** <actions string=\"Single Action\" /> clockwork fist +29, **Damage** 2d10+18 bludgeoning\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates after it has no target creatures and resets, usually over the course of 1 round, as the mannequins move to their original positions. If a mannequin is more than 150 feet from its original position, the haunt takes longer to reset, as the mannequin moves back 150 feet each round.","name":"Malevolent Mannequins","rarity":"uncommon","reflex_save":28,"release_date":"2021-10-13","reset":"The haunt deactivates after it has no target creatures and resets, usually over the course of 1 round, as the mannequins move to their original positions. If a mannequin is more than 150 feet from its original position, the haunt takes longer to reset, as the mannequin moves back 150 feet each round.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Clockwork\" url=\"/Traits.aspx?ID=331\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA host of violent spirits possess three clockwork mannequins, and each lashes out at any creatures that dare walk near.\r\n</summary>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 81"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 81</row>","speed":{},"stealth":"+27","summary":"A host of violent spirits possess three clockwork mannequins, and each lashes out at any creatures that dare walk near.","summary_markdown":"A host of violent spirits possess three clockwork mannequins, and each lashes out at any creatures that dare walk near.","text":" Malevolent Mannequins Source Guns &amp; Gears pg. 81 Complexity Complex A host of violent spirits possess three clockwork mannequins, and each lashes out at any creatures that dare walk near. --- Stealth +27 Disable DC 37 Thievery (master) to jam a mannequin's clockwork mechanisms or Religion DC 35 (expert) twice to exorcise a spirit from a mannequin. AC 35, Fort +26, Ref +28 Hardness 10 HP (per mannequin) 70 (BT 35) Immunities critical hits, object immunities, precision damage Weaknesses electricity 20 Awaken Reaction Trigger A creature comes within 30 feet of a mannequin; Effect The mannequins all lurch towards the triggering creature, Striding up to 50 feet, then roll initiative. --- Routine (9 actions) Each of the mannequins uses three of the haunt's actions on each turn, and the haunt loses three actions each turn for every disabled or destroyed mannequin. Each mannequin uses its first action to Stride up to 50 feet and its remaining two actions to make clockwork fist Strikes. Each has its own separate multiple attack penalty. Melee Single Action clockwork fist +29, Damage 2d10+18 bludgeoning --- Reset The haunt deactivates after it has no target creatures and resets, usually over the course of 1 round, as the mannequins move to their original positions. If a mannequin is more than 150 feet from its original position, the haunt takes longer to reset, as the mannequin moves back 150 feet each round.","trait":["Clockwork","Complex","Haunt","Mechanical","Uncommon"],"trait_markdown":"[Clockwork](/Traits.aspx?ID=331), [Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Mechanical](/Traits.aspx?ID=105), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Clockwork","Complex","Haunt","Mechanical","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=97","weakness":{"electricity":20},"weakness_markdown":"[electricity](/Traits.aspx?ID=56) 20","weakness_raw":" electricity 20"}},{"_index":"aon18","_id":"hazard-98","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 42 Religion (master) or Thievery (master) to discharge the glyph's power harmlessly, or dispel magic (8th level; counteract DC 40) to counteract the glyph","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-98","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Planar Eviction Trap](/Hazards.aspx?ID=98)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Night of the Gray Death](/Sources.aspx?ID=99) pg. 17</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn invisible magic rune emits a burst of psychic static and sends extraplanar creatures to Pharasmas realm.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 42 (master)\r\n\r\n**Disable**\r\nDC 42 Religion (master) or Thievery (master) to discharge the glyph's power harmlessly, or [_dispel magic_](/Spells.aspx?ID=78) (8th level; counteract DC 40) to [counteract the glyph](/Rules.aspx?ID=371)\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Wracking Eviction** <actions string=\"Reaction\" /> ([conjuration](/Traits.aspx?ID=33), [divine](/Traits.aspx?ID=48), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [teleportation](/Traits.aspx?ID=156)) **Trigger** A creature that isn't openly wearing a religious symbol of Pharasma passes over the glyph at the midpoint of the landing; **Effect** The glyph flares and discharges its energy. Each creature within 30 feet of the glyph takes 8d12+24 mental damage and must attempt a DC 40 Will saving throw.\r\n\r\n**Critical Success** The creature takes no damage.<br />\r\n**Success** The creature takes half damage and, if not on its home plane, is [stupefied](/Conditions.aspx?ID=37) 1 for 1 minute.<br />\r\n**Failure** The creature takes full damage and is [stupefied](/Conditions.aspx?ID=37) 1 for 1 minute. If not on its home plane, the creature is sent to a random location in the Boneyard.<br />\r\n**Critical Failure** The creature takes double damage and is [stupefied](/Conditions.aspx?ID=37) 2 for 1 minute. If not on its home plane, the creature is sent to a random location in the [Boneyard](/Planes.aspx?ID=15) and cant return to the [Material Plane](/Planes.aspx?ID=1) until it receives permission to do so from a psychopomp of a higher level than the creatures level.","name":"Planar Eviction Trap","rarity":"uncommon","release_date":"2021-10-13","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Night of the Gray Death](/Sources.aspx?ID=99) pg. 17</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible magic rune emits a burst of psychic static and sends extraplanar creatures to Pharasmas realm.\r\n</summary>","source":["Night of the Gray Death"],"source_raw":["Night of the Gray Death pg. 17"],"source_category":"Adventures","source_group":"Night of the Gray Death","source_markdown":"<row gap=\"tiny\">[Night of the Gray Death](/Sources.aspx?ID=99) pg. 17</row>","speed":{},"spoilers":"Night of the Gray Death","stealth":"DC 42 (master)","summary":"An invisible magic rune emits a burst of psychic static and sends extraplanar creatures to Pharasmas realm.","summary_markdown":"An invisible magic rune emits a burst of psychic static and sends extraplanar creatures to Pharasmas realm.","text":" Planar Eviction Trap Source Night of the Gray Death pg. 17 Complexity Simple An invisible magic rune emits a burst of psychic static and sends extraplanar creatures to Pharasmas realm. --- Stealth DC 42 (master) Disable DC 42 Religion (master) or Thievery (master) to discharge the glyph's power harmlessly, or dispel magic (8th level; counteract DC 40) to counteract the glyph Wracking Eviction Reaction (conjuration, divine, incapacitation, mental, teleportation) Trigger A creature that isn't openly wearing a religious symbol of Pharasma passes over the glyph at the midpoint of the landing; Effect The glyph flares and discharges its energy. Each creature within 30 feet of the glyph takes 8d12+24 mental damage and must attempt a DC 40 Will saving throw. Critical Success The creature takes no damage. Success The creature takes half damage and, if not on its home plane, is stupefied 1 for 1 minute. Failure The creature takes full damage and is stupefied 1 for 1 minute. If not on its home plane, the creature is sent to a random location in the Boneyard. Critical Failure The creature takes double damage and is stupefied 2 for 1 minute. If not on its home plane, the creature is sent to a random location in the Boneyard and cant return to the Material Plane until it receives permission to do so from a psychopomp of a higher level than the creatures level.","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=98","weakness":{}}},{"_index":"aon18","_id":"hazard-99","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Arcana (legendary), DC 44 Thievery (master), or dispel magic (9th level; counteract DC 44) on a platform to deactivate its pendulum blade; once all five platforms have been deactivated, the trap is disabled and the room rotates back into position along the exits. DC 48 Thievery (legendary) from any blocked exit to activate the rotating mechanism and rotate the room back into position before the trap has been disabled.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-99","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Pendulum Pit](/Hazards.aspx?ID=99)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Night of the Gray Death](/Sources.aspx?ID=99) pg. 49</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nSeveral swinging pendulums of force cleave through the room across the platforms, knocking people into the pit.\r\n\r\n---\r\n\r\n**Stealth**\r\n+36 (Legendary) to realize the chamber is a complex rotating trap before it triggers. No check is necessary to notice the platforms and the pit.\r\n\r\n**Disable**\r\nDC 48 [Arcana](/Skills.aspx?ID=2) (legendary), DC 44 [Thievery](/Skills.aspx?ID=17) (master), or [_dispel magic_](/Spells.aspx?ID=78) (9th level; counteract DC 44) on a platform to deactivate its pendulum blade; once all five platforms have been deactivated, the trap is disabled and the room rotates back into position along the exits. DC 48 [Thievery](/Skills.aspx?ID=17) (legendary) from any blocked exit to activate the rotating mechanism and rotate the room back into position before the trap has been disabled.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Locking Room** <actions string=\"Reaction\" /> **Trigger** A creature disturbs any of the platforms, or anything falls into the pit; **Effect** The room rotates 45 degrees, closing of the room by shifting its exits to face bare walls. A pendulum of force swings across the platform with the armor on it, knocking the armor into the pit and making a pendulum blade Strike against a creature on that platform (if any). The trap then rolls for initiative.\n\n---\r\n**Routine**\r\n(5 actions) For each active platform, the trap uses an action to create a pendulum of force to swing down along a straight line between the platform and one other creature in the room that isn't on the platform (if any). The trap makes a pendulum blade attack against any creature in that line. For each platform deactivated, reduce the number of actions the trap takes in its routine by 1. <br />**Melee** pendulum blade +38 ([fatal](/Traits.aspx?ID=178) d12, [force](/Traits.aspx?ID=75), [magical](/Traits.aspx?ID=103)), **Damage** 4d10+22 force damage plus pendulum shove; no multiple attack penalty <br />**Pendulum Shove** A creature hit by a pendulum blade must succeed at a DC 44 Refex save or be moved 5 feet along the line of the pendulum's swing. This is [forced movement](/Rules.aspx?ID=451).\r\n\r\n---\r\n**Reset**\r\nThe trap resets after 1 hour. If the darkness throughout the room has been dispelled, the darkness in the room returns when the trap resets.","name":"Pendulum Pit","rarity":"common","release_date":"2021-10-13","reset":"The trap resets after 1 hour. If the darkness throughout the room has been dispelled, the darkness in the room returns when the trap resets.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Night of the Gray Death](/Sources.aspx?ID=99) pg. 49</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSeveral swinging pendulums of force cleave through the room across the platforms, knocking people into the pit.\r\n</summary>","source":["Night of the Gray Death"],"source_raw":["Night of the Gray Death pg. 49"],"source_category":"Adventures","source_group":"Night of the Gray Death","source_markdown":"<row gap=\"tiny\">[Night of the Gray Death](/Sources.aspx?ID=99) pg. 49</row>","speed":{},"stealth":"+36 (Legendary) to realize the chamber is a complex rotating trap before it triggers. No check is necessary to notice the platforms and the pit.","summary":"Several swinging pendulums of force cleave through the room across the platforms, knocking people into the pit.","summary_markdown":"Several swinging pendulums of force cleave through the room across the platforms, knocking people into the pit.","text":" Pendulum Pit Source Night of the Gray Death pg. 49 Complexity Complex Several swinging pendulums of force cleave through the room across the platforms, knocking people into the pit. --- Stealth +36 (Legendary) to realize the chamber is a complex rotating trap before it triggers. No check is necessary to notice the platforms and the pit. Disable DC 48 Arcana (legendary), DC 44 Thievery (master), or dispel magic (9th level; counteract DC 44) on a platform to deactivate its pendulum blade; once all five platforms have been deactivated, the trap is disabled and the room rotates back into position along the exits. DC 48 Thievery (legendary) from any blocked exit to activate the rotating mechanism and rotate the room back into position before the trap has been disabled. Locking Room Reaction Trigger A creature disturbs any of the platforms, or anything falls into the pit; Effect The room rotates 45 degrees, closing of the room by shifting its exits to face bare walls. A pendulum of force swings across the platform with the armor on it, knocking the armor into the pit and making a pendulum blade Strike against a creature on that platform (if any). The trap then rolls for initiative. --- Routine (5 actions) For each active platform, the trap uses an action to create a pendulum of force to swing down along a straight line between the platform and one other creature in the room that isn't on the platform (if any). The trap makes a pendulum blade attack against any creature in that line. For each platform deactivated, reduce the number of actions the trap takes in its routine by 1. Melee pendulum blade +38 (fatal d12, force, magical), Damage 4d10+22 force damage plus pendulum shove; no multiple attack penalty Pendulum Shove A creature hit by a pendulum blade must succeed at a DC 44 Refex save or be moved 5 feet along the line of the pendulum's swing. This is forced movement. --- Reset The trap resets after 1 hour. If the darkness throughout the room has been dispelled, the darkness in the room returns when the trap resets.","trait":["Complex","Magical","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=99","weakness":{}}},{"_index":"aon18","_id":"hazard-100","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 36 Thievery (master) to prevent the ghostly stinger from forming or dispel magic (6th level; counteract DC 34).","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-100","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Stinger Ward Trap](/Hazards.aspx?ID=100)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 61</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA ghostly stinger appears in the air and jabs at anyone moving through the opening.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 32 (expert)\r\n\r\n**Disable**\r\nDC 36 [Thievery](/Skills.aspx?ID=17) (master) to prevent the ghostly stinger from forming or [_dispel magic_](/Spells.aspx?ID=78) (6th level; [counteract](/Rules.aspx?ID=371) DC 34).\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Deadly Sting** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [poison](/Traits.aspx?ID=126)) **Trigger** A creature who isn't wearing a [religious symbol](/Equipment.aspx?ID=41) of [Norgorber](/Deities.aspx?ID=13) moves the trapdoor; **Effect** The trap targets the creature with [_purple worm sting_](/Spells.aspx?ID=242) (DC 30 Fortitude save).\n\n---\r\n**Reset**\r\nThe trap resets after 24 hours.","name":"Stinger Ward Trap","rarity":"uncommon","release_date":"2021-10-13","reset":"The trap resets after 24 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 61</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA ghostly stinger appears in the air and jabs at anyone moving through the opening.\r\n</summary>","source":["Pathfinder #171: Hurricane's Howl"],"source_raw":["Pathfinder #171: Hurricane's Howl pg. 61"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 61</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"DC 32 (expert)","summary":"A ghostly stinger appears in the air and jabs at anyone moving through the opening.","summary_markdown":"A ghostly stinger appears in the air and jabs at anyone moving through the opening.","text":" Stinger Ward Trap Source Pathfinder #171: Hurricane's Howl pg. 61 Complexity Simple A ghostly stinger appears in the air and jabs at anyone moving through the opening. --- Stealth DC 32 (expert) Disable DC 36 Thievery (master) to prevent the ghostly stinger from forming or dispel magic (6th level; counteract DC 34). Deadly Sting Reaction (divine, necromancy, poison) Trigger A creature who isn't wearing a religious symbol of Norgorber moves the trapdoor; Effect The trap targets the creature with purple worm sting (DC 30 Fortitude save). --- Reset The trap resets after 24 hours.","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=100","weakness":{}}},{"_index":"aon18","_id":"hazard-101","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 34 Thievery (master) to erase the rune or dispel magic (6th level; counteract DC 36) to dispel the rune.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-101","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Spider Summoning Rune](/Hazards.aspx?ID=101)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 66</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAn invisible rune on the floor summons a [goliath spider](/Monsters.aspx?ID=388) when disturbed by someone who isn't wearing [Norgorber's](/Deities.aspx?ID=13) [religious symbol](/Equipment.aspx?ID=41).\r\n\r\n---\r\n\r\n**Stealth**\r\n+24 (master)\r\n\r\n**Disable**\r\nDC 34 [Thievery](/Skills.aspx?ID=17) (master) to erase the rune or [_dispel magic_](/Spells.aspx?ID=78) (6th level; [counteract](/Rules.aspx?ID=371) DC 36) to dispel the rune.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Summon Animal** <actions string=\"Reaction\" /> ([conjuration](/Traits.aspx?ID=33), [divine](/Traits.aspx?ID=48), [summon](/Traits.aspx?ID=154)) **Trigger** A creature that isn't wearing a [religious symbol](/Equipment.aspx?ID=41) of [Norgorber](/Deities.aspx?ID=13) enters the area above the rune; **Effect** The trap summons a [goliath spider](/Monsters.aspx?ID=388). The goliath spider rolls initiative and remains for 2d6 rounds, after which the spell ends and the spider disappears. The spider also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the goliath spider can use 3 actions each round and can use reactions.\n\n---\r\n**Reset**\r\nThe trap resets after 24 hours.","name":"Spider Summoning Rune","rarity":"uncommon","release_date":"2021-10-13","reset":"The trap resets after 24 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 66</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible rune on the floor summons a goliath spider when disturbed by someone who isn't wearing Norgorber's religious symbol .\r\n</summary>","source":["Pathfinder #171: Hurricane's Howl"],"source_raw":["Pathfinder #171: Hurricane's Howl pg. 66"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #171: Hurricane's Howl](/Sources.aspx?ID=101) pg. 66</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"+24 (master)","summary":"An invisible rune on the floor summons a goliath spider when disturbed by someone who isn't wearing Norgorber's religious symbol .","summary_markdown":"An invisible rune on the floor summons a goliath spider when disturbed by someone who isn't wearing Norgorber's religious symbol .","text":" Spider Summoning Rune Source Pathfinder #171: Hurricane's Howl pg. 66 Complexity Complex An invisible rune on the floor summons a goliath spider when disturbed by someone who isn't wearing Norgorber's religious symbol. --- Stealth +24 (master) Disable DC 34 Thievery (master) to erase the rune or dispel magic (6th level; counteract DC 36) to dispel the rune. Summon Animal Reaction (conjuration, divine, summon) Trigger A creature that isn't wearing a religious symbol of Norgorber enters the area above the rune; Effect The trap summons a goliath spider. The goliath spider rolls initiative and remains for 2d6 rounds, after which the spell ends and the spider disappears. The spider also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the goliath spider can use 3 actions each round and can use reactions. --- Reset The trap resets after 24 hours.","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=101","weakness":{}}},{"_index":"aon18","_id":"hazard-102","_score":4.0463834,"_source":{"ac":34,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 40 (master) to disable the detonation trigger","exclude_from_search":false,"fortitude_save":29,"hardness":25,"hardness_raw":"25","hazard_type":"Trap","hp":90,"hp_raw":"90 (BT 45)","id":"hazard-102","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Rigged Ramen Cart](/Hazards.aspx?ID=102)</title>\r\n\r\n<traits>\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=6\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 13</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA seemingly innocent ramen cart is rigged to detonate if moved from its current location.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 35 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 40 (master) to disable the detonation trigger\n\n<column gap=\"tiny\">\r\n\r\n**AC** 34, **Fort** +29, **Ref** +23\r\n\r\n**Hardness**\r\n25\r\n\r\n**HP**\r\n90 (BT 45)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Death by Noodles** <actions string=\"Reaction\" /> **Trigger** The cart is moved, damaged, or physically searched; **Effect** The cart explodes in a 40-foot radius, dealing 10d6 fire damage and 10d6 piercing damage to all creatures within the area (DC 36 [basic](/Rules.aspx?ID=329) Reflex save). Creatures who fail their save against this effect are also covered in “noodles” of tar and other sticky alchemical substances that make the creature [clumsy 2](/Conditions.aspx?ID=3) until they spend at least an hour scrubbing the noodles off.","name":"Rigged Ramen Cart","rarity":"common","reflex_save":23,"release_date":"2021-11-10","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=6\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 13</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA seemingly innocent ramen cart is rigged to detonate if moved from its current location.\r\n</summary>","source":["Pathfinder #173: Doorway to the Red Star"],"source_raw":["Pathfinder #173: Doorway to the Red Star pg. 13"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 13</row>","speed":{},"stealth":"DC 35 (expert)","summary":"A seemingly innocent ramen cart is rigged to detonate if moved from its current location.","summary_markdown":"A seemingly innocent ramen cart is rigged to detonate if moved from its current location.","text":" Rigged Ramen Cart Source Pathfinder #173: Doorway to the Red Star pg. 13 Complexity Simple A seemingly innocent ramen cart is rigged to detonate if moved from its current location. --- Stealth DC 35 (expert) Disable Thievery DC 40 (master) to disable the detonation trigger AC 34, Fort +29, Ref +23 Hardness 25 HP 90 (BT 45) Immunities critical hits, object immunities, precision damage Death by Noodles Reaction Trigger The cart is moved, damaged, or physically searched; Effect The cart explodes in a 40-foot radius, dealing 10d6 fire damage and 10d6 piercing damage to all creatures within the area (DC 36 basic Reflex save). Creatures who fail their save against this effect are also covered in “noodles” of tar and other sticky alchemical substances that make the creature clumsy 2 until they spend at least an hour scrubbing the noodles off.","trait":["Alchemical","Mechanical","Trap"],"trait_markdown":"[Alchemical](/Traits.aspx?ID=6), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Alchemical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=102","weakness":{}}},{"_index":"aon18","_id":"hazard-103","_score":4.0463834,"_source":{"ac":36,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Religion DC 40 (master) to exorcise the spirits and break the power binding them into a single entity, or Performance 35 (expert) to counter the choir and nullify the destructive elements of its song","exclude_from_search":false,"fortitude_save":23,"hardness":24,"hardness_raw":"24","hazard_type":"Haunt","hp":90,"hp_raw":"90 (BT 45)","id":"hazard-103","immunity":["critical hits","negative","object immunities","precision damage"],"immunity_markdown":"critical hits, negative, object immunities, precision damage","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Entropy Choir](/Hazards.aspx?ID=103)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 28</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA choir of ghostly shadows fill the benches in this room, chanting a haunting and unearthly melody.\r\n\r\n---\r\n\r\n**Stealth**\r\n+33 (master); creatures in the area automatically notice the eerily swaying shadows\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 40 (master) to exorcise the spirits and break the power binding them into a single entity, or [Performance](/Skills.aspx?ID=12) 35 (expert) to counter the choir and nullify the destructive elements of its song\n\n<column gap=\"tiny\">\r\n\r\n**AC** 36, **Fort** +23, **Ref** +25, **Will** +29\r\n\r\n**Hardness**\r\n24\r\n\r\n**HP**\r\n90 (BT 45)\r\n\r\n**Immunities**\r\ncritical hits, negative, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[positive](/Traits.aspx?ID=128) 15\n\n</column>\r\n\r\n**Call to Nothingness** <actions string=\"Reaction\" /> ([auditory](/Traits.aspx?ID=16), [divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [sonic](/Traits.aspx?ID=147)) **Trigger** A living creature moves more than 10 feet into area A3; **Effect** The eerie call of the entropy choir saps the will of living creatures. A living creature who fails a DC 36 Will save becomes [slowed 1](/Conditions.aspx?ID=35) as long as they remain in area A3. The entropy choir then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions; [auditory](/Traits.aspx?ID=16), [divine](/Traits.aspx?ID=48), [evocation](/Traits.aspx?ID=65), [sonic](/Traits.aspx?ID=147)) The choir continues to sing its grim dirge every round until it is disabled or destroyed. If there are any non-[slowed](/Conditions.aspx?ID=35) living creatures in area A3 when its turn starts, it first uses Call to Nothingness as a single action. It uses its remaining actions (or all three actions if there are slowed living creatures in the room already) to focus soul-shattering choruses onto individual targets. The choir can target any living creature in area A3 with an action, but never more than once per round per creature. It prefers to attack slowed creatures over all others, but it targets non-slowed creatures if they're the only viable targets. A targeted creature must attempt a DC 36 Fortitude save.<br /> **Critical Success** The target is unaffected. <br />**Success** The target takes 5d6 sonic damage. <br />**Failure** The target takes 10d6 sonic damage. <br />**Critical Failure** The target takes 15d6 sonic damage and increases their [drained](/Conditions.aspx?ID=10) condition by 1, to a maximum of drained 4.\r\n\r\n---\r\n**Reset**\r\nThe entropy choir resets automatically after 24 hours, even if it has been disabled or destroyed. It fades away forever once Dwandek and other members of the cult to which it sings its praises are destroyed.","name":"Entropy Choir","rarity":"unique","reflex_save":25,"release_date":"2021-11-10","reset":"The entropy choir resets automatically after 24 hours, even if it has been disabled or destroyed. It fades away forever once Dwandek and other members of the cult to which it sings its praises are destroyed.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 28</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA choir of ghostly shadows fill the benches in this room, chanting a haunting and unearthly melody.\r\n</summary>","source":["Pathfinder #173: Doorway to the Red Star"],"source_raw":["Pathfinder #173: Doorway to the Red Star pg. 28"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 28</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"+33 (master); creatures in the area automatically notice the eerily swaying shadows","summary":"A choir of ghostly shadows fill the benches in this room, chanting a haunting and unearthly melody.","summary_markdown":"A choir of ghostly shadows fill the benches in this room, chanting a haunting and unearthly melody.","text":" Entropy Choir Source Pathfinder #173: Doorway to the Red Star pg. 28 Complexity Complex A choir of ghostly shadows fill the benches in this room, chanting a haunting and unearthly melody. --- Stealth +33 (master); creatures in the area automatically notice the eerily swaying shadows Disable Religion DC 40 (master) to exorcise the spirits and break the power binding them into a single entity, or Performance 35 (expert) to counter the choir and nullify the destructive elements of its song AC 36, Fort +23, Ref +25, Will +29 Hardness 24 HP 90 (BT 45) Immunities critical hits, negative, object immunities, precision damage Weaknesses positive 15 Call to Nothingness Reaction (auditory, divine, enchantment, mental, sonic) Trigger A living creature moves more than 10 feet into area A3; Effect The eerie call of the entropy choir saps the will of living creatures. A living creature who fails a DC 36 Will save becomes slowed 1 as long as they remain in area A3. The entropy choir then rolls initiative. --- Routine (3 actions; auditory, divine, evocation, sonic) The choir continues to sing its grim dirge every round until it is disabled or destroyed. If there are any non-slowed living creatures in area A3 when its turn starts, it first uses Call to Nothingness as a single action. It uses its remaining actions (or all three actions if there are slowed living creatures in the room already) to focus soul-shattering choruses onto individual targets. The choir can target any living creature in area A3 with an action, but never more than once per round per creature. It prefers to attack slowed creatures over all others, but it targets non-slowed creatures if they're the only viable targets. A targeted creature must attempt a DC 36 Fortitude save. Critical Success The target is unaffected. Success The target takes 5d6 sonic damage. Failure The target takes 10d6 sonic damage. Critical Failure The target takes 15d6 sonic damage and increases their drained condition by 1, to a maximum of drained 4. --- Reset The entropy choir resets automatically after 24 hours, even if it has been disabled or destroyed. It fades away forever once Dwandek and other members of the cult to which it sings its praises are destroyed.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=103","weakness":{"positive":15},"weakness_markdown":"[positive](/Traits.aspx?ID=128) 15","weakness_raw":" positive 15","will_save":29}},{"_index":"aon18","_id":"hazard-104","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 35 (master) to decouple several mechanisms barely accessible through gaps between the shifting risers, or Perception DC 38 to note which stairs have slightly different wear patterns to know which ones are safe to step on","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-104","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Flensing Chute](/Hazards.aspx?ID=104)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 29</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe stairs collapse into a downward spiral.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 35 (master)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 35 (master) to decouple several mechanisms barely accessible through gaps between the shifting risers, or Perception DC 38 to note which stairs have slightly different wear patterns to know which ones are safe to step on\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Change to Chute** <actions string=\"Reaction\" /> **Trigger** A Small or larger creature approaches within 20 feet of the top of the stairs; **Reaction** The stair risers shift downward, forming a steep ramp while exposing lines of razor-sharp blades. All creatures on the stairs must succeed at a DC 32 Reflex save or tumble down the chute, taking 2d6 bludgeoning damage, 4d12+26 slashing damage, and landing prone in area A4.\n\n---\r\n**Reset**\r\nThe flensing chute resets automatically","name":"Flensing Chute","rarity":"uncommon","release_date":"2021-11-10","reset":"The flensing chute resets automatically","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 29</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe stairs collapse into a downward spiral.\r\n</summary>","source":["Pathfinder #173: Doorway to the Red Star"],"source_raw":["Pathfinder #173: Doorway to the Red Star pg. 29"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 29</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"DC 35 (master)","summary":"The stairs collapse into a downward spiral.","summary_markdown":"The stairs collapse into a downward spiral.","text":" Flensing Chute Source Pathfinder #173: Doorway to the Red Star pg. 29 Complexity Simple The stairs collapse into a downward spiral. --- Stealth DC 35 (master) Disable Thievery DC 35 (master) to decouple several mechanisms barely accessible through gaps between the shifting risers, or Perception DC 38 to note which stairs have slightly different wear patterns to know which ones are safe to step on Change to Chute Reaction Trigger A Small or larger creature approaches within 20 feet of the top of the stairs; Reaction The stair risers shift downward, forming a steep ramp while exposing lines of razor-sharp blades. All creatures on the stairs must succeed at a DC 32 Reflex save or tumble down the chute, taking 2d6 bludgeoning damage, 4d12+26 slashing damage, and landing prone in area A4. --- Reset The flensing chute resets automatically","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=104","weakness":{}}},{"_index":"aon18","_id":"hazard-105","_score":4.0463834,"_source":{"ac":34,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 40 (master) to seal the rift using materials strongly grounded to the Material Plane , or dispel magic (7th-level, counteract DC 33) to counteract the portal.","exclude_from_search":false,"fortitude_save":29,"hardness":24,"hardness_raw":"24","hazard_type":"Trap","hp":96,"hp_raw":"96 (BT 48)","id":"hazard-105","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Deathly Dream](/Hazards.aspx?ID=105)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 32</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSinister runes adorn the doorway, opening a portal to a realm of nightmares if anyone other than Dwandek opens the door.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 38 (master)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 40 (master) to seal the rift using materials strongly grounded to the [Material Plane](/Planes.aspx?ID=1), or [_dispel magic_](/Spells.aspx?ID=78) (7th-level, [counteract](/Rules.aspx?ID=371) DC 33) to counteract the portal.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 34, **Fort** +29, **Ref** +23\r\n\r\n**Hardness**\r\n24\r\n\r\n**HP**\r\n96 (BT 48)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Drawn to Nightmare** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), [teleportation](/Traits.aspx?ID=156)); **Trigger** A creature other than Dwandek opens the door; **Effect** The triggering creature is drawn into a pocket plane of pure nightmare (DC 38 Will save to resist). Each round at the start of their turn, the creature takes 4d8 mental damage as they are assaulted by otherworldly visions, and must succeed at a new Will save against the original DC to be ejected from the pocket plane and deposited in the center of area A5.\n\n---\r\n**Reset**\r\nThe deathly dream trap resets automatically as long as it hasn't been disabled or destroyed. Each time it resets, the tiny pocket plane of nightmare it sends its victim into resets as well, so no two victims will ever share the same deathly dream.","name":"Deathly Dream","rarity":"rare","reflex_save":23,"release_date":"2021-11-10","reset":"The deathly dream trap resets automatically as long as it hasn't been disabled or destroyed. Each time it resets, the tiny pocket plane of nightmare it sends its victim into resets as well, so no two victims will ever share the same deathly dream.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 32</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSinister runes adorn the doorway, opening a portal to a realm of nightmares if anyone other than Dwandek opens the door.\r\n</summary>","source":["Pathfinder #173: Doorway to the Red Star"],"source_raw":["Pathfinder #173: Doorway to the Red Star pg. 32"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 32</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"DC 38 (master)","summary":"Sinister runes adorn the doorway, opening a portal to a realm of nightmares if anyone other than Dwandek opens the door.","summary_markdown":"Sinister runes adorn the doorway, opening a portal to a realm of nightmares if anyone other than Dwandek opens the door.","text":" Deathly Dream Source Pathfinder #173: Doorway to the Red Star pg. 32 Complexity Simple Sinister runes adorn the doorway, opening a portal to a realm of nightmares if anyone other than Dwandek opens the door. --- Stealth DC 38 (master) Disable Thievery DC 40 (master) to seal the rift using materials strongly grounded to the Material Plane, or dispel magic (7th-level, counteract DC 33) to counteract the portal. AC 34, Fort +29, Ref +23 Hardness 24 HP 96 (BT 48) Immunities critical hits, object immunities, precision damage Drawn to Nightmare Reaction (arcane, conjuration, teleportation); Trigger A creature other than Dwandek opens the door; Effect The triggering creature is drawn into a pocket plane of pure nightmare (DC 38 Will save to resist). Each round at the start of their turn, the creature takes 4d8 mental damage as they are assaulted by otherworldly visions, and must succeed at a new Will save against the original DC to be ejected from the pocket plane and deposited in the center of area A5. --- Reset The deathly dream trap resets automatically as long as it hasn't been disabled or destroyed. Each time it resets, the tiny pocket plane of nightmare it sends its victim into resets as well, so no two victims will ever share the same deathly dream.","trait":["Magical","Rare","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=105","weakness":{}}},{"_index":"aon18","_id":"hazard-106","_score":4.0463834,"_source":{"ac":37,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 35 (master) to disconnect the turret from its ammo supply system, or Arcana DC 35 (master) to neutralize the magical targeting system. Tan-Takneh can also deactivate one or both auto-turrets remotely with a special command word.","exclude_from_search":false,"fortitude_save":29,"hardness":24,"hardness_raw":"24","hazard_type":"Trap","hp":100,"hp_raw":"100 (BT 50)","id":"hazard-106","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Auto-Turret](/Hazards.aspx?ID=106)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 48</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA mounted gun equipped with a magical targeting system and integrated ammo supply.\r\n\r\n---\r\n\r\n**Stealth**\r\n+33 (expert); darkvision\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 35 (master) to disconnect the turret from its ammo supply system, or [Arcana](/Skills.aspx?ID=2) DC 35 (master) to neutralize the magical targeting system. Tan-Takneh can also deactivate one or both auto-turrets remotely with a special command word.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 37, **Fort** +29, **Ref** +27\r\n\r\n**Hardness**\r\n24\r\n\r\n**HP**\r\n100 (BT 50)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Bullet Spray** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)); **Trigger** A creature comes within 60 feet of Tan-Takneh's campsite; **Effect** The turret attacks the triggering creature with a longrifle Strike.<br /> **Ranged** longrifle +30 ([backstabber](/Traits.aspx?ID=172), [concussive](/Traits.aspx?ID=401), [fatal d12](/Traits.aspx?ID=178), [kickback](/Traits.aspx?ID=409)), **Damage** 4d8+18 piercing; no multiple attack penalty\n\n---\r\n**Routine**\r\n(3 actions) With each action, the auto-turret makes a longrifle Strike against a creature within 60 feet of Tan-Takneh's campsite (other than Tan-Takneh). If there are no such creatures, the auto-turret instead uses its action to sprout mechanical legs, totter 20 feet in the direction of its last target, and then plant itself into the ground again. Programmed to spread its fire around, the auto-turret doesn't attack any creature it's already attacked in the round. After making 15 Strikes, the auto-turret depletes its ammunition and automatically deactivates.","name":"Auto-Turret","rarity":"uncommon","reflex_save":27,"release_date":"2021-11-10","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 48</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA mounted gun equipped with a magical targeting system and integrated ammo supply.\r\n</summary>","source":["Pathfinder #173: Doorway to the Red Star"],"source_raw":["Pathfinder #173: Doorway to the Red Star pg. 48"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #173: Doorway to the Red Star](/Sources.aspx?ID=103) pg. 48</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"+33 (expert); darkvision","summary":"A mounted gun equipped with a magical targeting system and integrated ammo supply.","summary_markdown":"A mounted gun equipped with a magical targeting system and integrated ammo supply.","text":" Auto-Turret Source Pathfinder #173: Doorway to the Red Star pg. 48 Complexity Complex A mounted gun equipped with a magical targeting system and integrated ammo supply. --- Stealth +33 (expert); darkvision Disable Thievery DC 35 (master) to disconnect the turret from its ammo supply system, or Arcana DC 35 (master) to neutralize the magical targeting system. Tan-Takneh can also deactivate one or both auto-turrets remotely with a special command word. AC 37, Fort +29, Ref +27 Hardness 24 HP 100 (BT 50) Immunities critical hits, object immunities, precision damage Bullet Spray Reaction (attack); Trigger A creature comes within 60 feet of Tan-Takneh's campsite; Effect The turret attacks the triggering creature with a longrifle Strike. Ranged longrifle +30 (backstabber, concussive, fatal d12, kickback), Damage 4d8+18 piercing; no multiple attack penalty --- Routine (3 actions) With each action, the auto-turret makes a longrifle Strike against a creature within 60 feet of Tan-Takneh's campsite (other than Tan-Takneh). If there are no such creatures, the auto-turret instead uses its action to sprout mechanical legs, totter 20 feet in the direction of its last target, and then plant itself into the ground again. Programmed to spread its fire around, the auto-turret doesn't attack any creature it's already attacked in the round. After making 15 Strikes, the auto-turret depletes its ammunition and automatically deactivates.","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=106","weakness":{}}},{"_index":"aon18","_id":"hazard-107","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 43 Athletics (master), Crafting (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-107","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Collapsing Structure (Ebeshra)](/Hazards.aspx?ID=107)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nEbeshra brushes against a structure, possibly causing it to collapse.\r\n\r\n---\r\n\r\n**Stealth**\r\n+20 (master) to notice cracks forming in the walls of the structure as Ebeshra approaches\r\n\r\n**Disable**\r\nDC 43 [Athletics](/Skills.aspx?ID=3) (master), [Crafting](/Skills.aspx?ID=4) (master), or [Engineering Lore](/Skills.aspx?ID=8) (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shake Apart** <actions string=\"Reaction\" /> **Trigger** Ebeshra applies any amount of force to the structure; **Effect** The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a 2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The GM rolls a DC 9 flat check to determine if the building partially collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing [concealment](/Conditions.aspx?ID=4) and dealing 6d6 bludgeoning damage to 1d4 randomly chosen targets (DC 35 [basic](/Rules.aspx?ID=329) Reflex save; on a critical failure, the creature is knocked [prone](/Conditions.aspx?ID=31)). On a critical success, the effect is the same, but the debris deals 12d6 bludgeoning damage to 2d4 randomly chosen targets instead (DC 35 basic Reflex save; on a critical failure, the creature is restrained by rubble until freed [[Force Open](/Actions.aspx?ID=34) DC 38, [Escape](/Actions.aspx?ID=79) DC 35]).\r\n\r\n---\r\n**Reset**\r\nThe building becomes susceptible to Shake Apart again 1d6 rounds after it's stabilized.","name":"Collapsing Structure (Ebeshra)","rarity":"rare","release_date":"2021-12-22","reset":"The building becomes susceptible to Shake Apart again 1d6 rounds after it's stabilized.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEbeshra brushes against a structure, possibly causing it to collapse.\r\n</summary>","source":["Monsters of Myth"],"source_raw":["Monsters of Myth pg. 40"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>","speed":{},"stealth":"+20 (master) to notice cracks forming in the walls of the structure as Ebeshra approaches","summary":"Ebeshra brushes against a structure, possibly causing it to collapse.","summary_markdown":"Ebeshra brushes against a structure, possibly causing it to collapse.","text":" Collapsing Structure (Ebeshra) Source Monsters of Myth pg. 40 Complexity Complex Ebeshra brushes against a structure, possibly causing it to collapse. --- Stealth +20 (master) to notice cracks forming in the walls of the structure as Ebeshra approaches Disable DC 43 Athletics (master), Crafting (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. Shake Apart Reaction Trigger Ebeshra applies any amount of force to the structure; Effect The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a 2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative. --- Routine (1 action) The GM rolls a DC 9 flat check to determine if the building partially collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing 6d6 bludgeoning damage to 1d4 randomly chosen targets (DC 35 basic Reflex save; on a critical failure, the creature is knocked prone). On a critical success, the effect is the same, but the debris deals 12d6 bludgeoning damage to 2d4 randomly chosen targets instead (DC 35 basic Reflex save; on a critical failure, the creature is restrained by rubble until freed [Force Open DC 38, Escape DC 35]). --- Reset The building becomes susceptible to Shake Apart again 1d6 rounds after it's stabilized.","trait":["Complex","Environmental","Kaiju","Rare"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Kaiju](/Traits.aspx?ID=383), [Rare](/Traits.aspx?ID=137)","trait_raw":["Complex","Environmental","Kaiju","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=107","weakness":{}}},{"_index":"aon18","_id":"hazard-108","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 48 Occultism (legendary) or Religion (legendary) to earn Ebeshra's favor and allow safe travel or DC 51 Deception (master) to momentarily divert Ebeshra's attention","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-108","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Crystal Pin](/Hazards.aspx?ID=108)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Abjuration\" url=\"/Traits.aspx?ID=2\" />\r\n<trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nEbeshra fires a crystal at a creature to pin them onto the [Material Plane](/Planes.aspx?ID=1).\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10\r\n\r\n**Disable**\r\nDC 48 [Occultism](/Skills.aspx?ID=11) (legendary) or [Religion](/Skills.aspx?ID=13) (legendary) to earn Ebeshra's favor and allow safe travel or DC 51 [Deception](/Skills.aspx?ID=5) (master) to momentarily divert Ebeshra's attention\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Fire Pin** <actions string=\"Reaction\" /> **Trigger** A creature Ebeshra can see begins to use a [teleportation](/Traits.aspx?ID=156) effect or an effect that would move any number of targets to a different plane; **Effect** Ebeshra hurls a crystal at the triggering creature. The triggering creature and all creatures within 50 feet of the creature take 16d8 piercing damage (DC 45 [basic](/Rules.aspx?ID=329) Reflex save) and additional effects based on the result of their save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The effect is [counteracted](/Rules.aspx?ID=371), and the creature can't use teleportation effects or planar travel effects for 1 minute.<br />\r\n**Failure** As success, but for 1 day instead of 1 minute.<br />\r\n**Critical Failure** As success, but for 1 week instead of 1 minute. Additionally, the creature becomes pinned under the crystal and must succeed at 3 total DC 45 checks to [Escape](/Actions.aspx?ID=79) from under the crystal.\n\n---\r\n**Reset**\r\nEbeshra waits 1d4 rounds to break off another crystal.","name":"Crystal Pin","rarity":"rare","release_date":"2021-12-22","reset":"Ebeshra waits 1d4 rounds to break off another crystal.","resistance":{},"school":"abjuration","search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Abjuration\" url=\"/Traits.aspx?ID=2\" />\r\n<trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEbeshra fires a crystal at a creature to pin them onto the Material Plane .\r\n</summary>","source":["Monsters of Myth"],"source_raw":["Monsters of Myth pg. 40"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>","speed":{},"stealth":"DC 10","summary":"Ebeshra fires a crystal at a creature to pin them onto the Material Plane .","summary_markdown":"Ebeshra fires a crystal at a creature to pin them onto the Material Plane .","text":" Crystal Pin Source Monsters of Myth pg. 40 Complexity Simple Ebeshra fires a crystal at a creature to pin them onto the Material Plane. --- Stealth DC 10 Disable DC 48 Occultism (legendary) or Religion (legendary) to earn Ebeshra's favor and allow safe travel or DC 51 Deception (master) to momentarily divert Ebeshra's attention Fire Pin Reaction Trigger A creature Ebeshra can see begins to use a teleportation effect or an effect that would move any number of targets to a different plane; Effect Ebeshra hurls a crystal at the triggering creature. The triggering creature and all creatures within 50 feet of the creature take 16d8 piercing damage (DC 45 basic Reflex save) and additional effects based on the result of their save. Critical Success The creature is unaffected. Success The effect is counteracted, and the creature can't use teleportation effects or planar travel effects for 1 minute. Failure As success, but for 1 day instead of 1 minute. Critical Failure As success, but for 1 week instead of 1 minute. Additionally, the creature becomes pinned under the crystal and must succeed at 3 total DC 45 checks to Escape from under the crystal. --- Reset Ebeshra waits 1d4 rounds to break off another crystal.","trait":["Abjuration","Divine","Environmental","Kaiju","Rare"],"trait_markdown":"[Abjuration](/Traits.aspx?ID=2), [Divine](/Traits.aspx?ID=48), [Environmental](/Traits.aspx?ID=62), [Kaiju](/Traits.aspx?ID=383), [Rare](/Traits.aspx?ID=137)","trait_raw":["Abjuration","Divine","Environmental","Kaiju","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=108","weakness":{}}},{"_index":"aon18","_id":"hazard-109","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 47 Lore (master) related to the specific plane beyond the rift to disrupt the planar frequency and close the rift, DC 52 Arcana (legendary) or Occultism (legendary) to undo the magical manifestation of the rift, DC 55 Performance (legendary) to play a tone that counteracts the rift's harmonic frequency, or DC 55 Diplomacy (legendary) or Religion (legendary) to plead with Ebeshra to close the rift","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-109","level":22,"markdown":"<title level=\"1\" right=\"Hazard 22\" pfs=\"\">[Planar Tear](/Hazards.aspx?ID=109)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Conjuration\" url=\"/Traits.aspx?ID=33\" />\r\n<trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n<trait label=\"Teleportation\" url=\"/Traits.aspx?ID=156\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nEbeshra opens a massive rift in the [Material Plane](/Planes.aspx?ID=1) that pulls nearby creatures into another plane entirely. The rift is typically to a random plane in the multiverse, though Ebeshra can have the rift pull creatures into a plane of Ebeshra's choosing. Additionally, Ebeshra can choose any number of creatures to be immune to the effects of the planar rift, usually due to the kaiju recognizing the innocence of the creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\n+32 (master) to notice Ebeshra twisting its shape in preparation of creating a planar rift\r\n\r\n**Disable**\r\nDC 47 [Lore](/Skills.aspx?ID=8) (master) related to the specific plane beyond the rift to disrupt the planar frequency and close the rift, DC 52 [Arcana](/Skills.aspx?ID=2) (legendary) or [Occultism](/Skills.aspx?ID=11) (legendary) to undo the magical manifestation of the rift, DC 55 [Performance](/Skills.aspx?ID=12) (legendary) to play a tone that counteracts the rift's harmonic frequency, or DC 55 [Diplomacy](/Skills.aspx?ID=6) (legendary) or [Religion](/Skills.aspx?ID=13) (legendary) to plead with Ebeshra to close the rift\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Tear Reality** <actions string=\"Reaction\" /> **Trigger** Ebeshra recognizes a nearby threat as needing an indisputable resolution, or a deity tasks Ebeshra with creating a planar rift; **Effect** Ebeshra twists its body, aligning its segmented sections into a fine blade, and cuts the fabric of the Material Plane. It creates an enormous rift in a point in the sky within 1 mile. The rift is 100 feet long and 50 feet wide. The hazard rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a DC 45 Fortitude or Reflex save (the creature's choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled.\n\n**Critical Success** The creature resists the pull and doesn't move toward the rift.<br />\n**Success** The creature is moved 25 feet toward the rift.<br />\n**Failure** The creature is moved 50 feet toward the rift.<br />\n**Critical Failure** The creature is moved 100 feet toward the rift. The harsh pull causes the creature to take 10d6 bludgeoning damage.\n\nIf a creature is directly beneath the rift when the rift pulls it, the creature instead attempts a DC 50 Fortitude or Reflex save (the creature's choice) to avoid being pulled into the rift. On a failure, the creature is pulled up into the rift and thrown to a random point on the plane on the other side.\r\n\r\n---\r\n**Reset**\r\nEbeshra vanishes 1 minute after opening the rift, which closes the rift. Ebeshra must wait 1 week before it can open another planar rift.","name":"Planar Tear","rarity":"rare","release_date":"2021-12-22","reset":"Ebeshra vanishes 1 minute after opening the rift, which closes the rift. Ebeshra must wait 1 week before it can open another planar rift.","resistance":{},"school":"conjuration","search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Conjuration\" url=\"/Traits.aspx?ID=33\" />\r\n<trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n<trait label=\"Teleportation\" url=\"/Traits.aspx?ID=156\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEbeshra opens a massive rift in the Material Plane that pulls nearby creatures into another plane entirely. The rift is typically to a random plane …\r\n</summary>","source":["Monsters of Myth"],"source_raw":["Monsters of Myth pg. 40"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Monsters of Myth](/Sources.aspx?ID=107) pg. 40</row>","speed":{},"stealth":"+32 (master) to notice Ebeshra twisting its shape in preparation of creating a planar rift","summary":"Ebeshra opens a massive rift in the Material Plane that pulls nearby creatures into another plane entirely. The rift is typically to a random plane …","summary_markdown":"Ebeshra opens a massive rift in the Material Plane that pulls nearby creatures into another plane entirely. The rift is typically to a random plane …","text":" Planar Tear Source Monsters of Myth pg. 40 Complexity Complex Ebeshra opens a massive rift in the Material Plane that pulls nearby creatures into another plane entirely. The rift is typically to a random plane in the multiverse, though Ebeshra can have the rift pull creatures into a plane of Ebeshra's choosing. Additionally, Ebeshra can choose any number of creatures to be immune to the effects of the planar rift, usually due to the kaiju recognizing the innocence of the creatures. --- Stealth +32 (master) to notice Ebeshra twisting its shape in preparation of creating a planar rift Disable DC 47 Lore (master) related to the specific plane beyond the rift to disrupt the planar frequency and close the rift, DC 52 Arcana (legendary) or Occultism (legendary) to undo the magical manifestation of the rift, DC 55 Performance (legendary) to play a tone that counteracts the rift's harmonic frequency, or DC 55 Diplomacy (legendary) or Religion (legendary) to plead with Ebeshra to close the rift Tear Reality Reaction Trigger Ebeshra recognizes a nearby threat as needing an indisputable resolution, or a deity tasks Ebeshra with creating a planar rift; Effect Ebeshra twists its body, aligning its segmented sections into a fine blade, and cuts the fabric of the Material Plane. It creates an enormous rift in a point in the sky within 1 mile. The rift is 100 feet long and 50 feet wide. The hazard rolls initiative. --- Routine (1 action) The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a DC 45 Fortitude or Reflex save (the creature's choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled. Critical Success The creature resists the pull and doesn't move toward the rift. Success The creature is moved 25 feet toward the rift. Failure The creature is moved 50 feet toward the rift. Critical Failure The creature is moved 100 feet toward the rift. The harsh pull causes the creature to take 10d6 bludgeoning damage. If a creature is directly beneath the rift when the rift pulls it, the creature instead attempts a DC 50 Fortitude or Reflex save (the creature's choice) to avoid being pulled into the rift. On a failure, the creature is pulled up into the rift and thrown to a random point on the plane on the other side. --- Reset Ebeshra vanishes 1 minute after opening the rift, which closes the rift. Ebeshra must wait 1 week before it can open another planar rift.","trait":["Complex","Conjuration","Divine","Environmental","Kaiju","Rare","Teleportation"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Conjuration](/Traits.aspx?ID=33), [Divine](/Traits.aspx?ID=48), [Environmental](/Traits.aspx?ID=62), [Kaiju](/Traits.aspx?ID=383), [Rare](/Traits.aspx?ID=137), [Teleportation](/Traits.aspx?ID=156)","trait_raw":["Complex","Conjuration","Divine","Environmental","Kaiju","Rare","Teleportation"],"type":"Hazard","url":"/Hazards.aspx?ID=109","weakness":{}}},{"_index":"aon18","_id":"hazard-110","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"three DC 38 Athletics (trained), Crafting (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area, or a single DC 41 Diplomacy (master) check to entreat Ebeshra to stand down","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-110","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Quaking Slither](/Hazards.aspx?ID=110)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 41</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nEbeshra slithers across the ground, causing the earth to tremble as though from a powerful earthquake.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10\r\n\r\n**Disable**\r\nthree DC 38 [Athletics](/Skills.aspx?ID=3) (trained), [Crafting](/Skills.aspx?ID=4) (trained), or [Engineering Lore](/Skills.aspx?ID=8) (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area, or a single DC 41 [Diplomacy](/Skills.aspx?ID=6) (master) check to entreat Ebeshra to stand down\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Quake** <actions string=\"Reaction\" /> **Trigger** Ebeshra moves at least 60 feet on land; **Effect** The ground shakes in a 120-foot emanation from Ebeshra's space. This creates a variety of effects depending on the surrounding environment.\n\n In an area without significant underground space, the ground becomes greater difficult terrain, and creatures on it are [flat-footed](/Conditions.aspx?ID=16) and [clumsy 2](/Conditions.aspx?ID=3) for 1 round.\n\n In areas with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 80-foot-deep hole unless they succeed at a DC 40 Reflex save.\n\n In bays, on beaches, and in other relatively substantial but shallow bodies of water, the tremors create dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal 10d8 bludgeoning damage (DC 35 [basic](/Rules.aspx?ID=329) Reflex save). On a critical failure, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface.\n\n---\r\n**Reset**\r\nEbeshra doesn't rush this way again for 1d4 rounds.","name":"Quaking Slither","rarity":"rare","release_date":"2021-12-22","reset":"Ebeshra doesn't rush this way again for 1d4 rounds.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 41</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEbeshra slithers across the ground, causing the earth to tremble as though from a powerful earthquake.\r\n</summary>","source":["Monsters of Myth"],"source_raw":["Monsters of Myth pg. 41"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Monsters of Myth](/Sources.aspx?ID=107) pg. 41</row>","speed":{},"stealth":"DC 10","summary":"Ebeshra slithers across the ground, causing the earth to tremble as though from a powerful earthquake.","summary_markdown":"Ebeshra slithers across the ground, causing the earth to tremble as though from a powerful earthquake.","text":" Quaking Slither Source Monsters of Myth pg. 41 Complexity Simple Ebeshra slithers across the ground, causing the earth to tremble as though from a powerful earthquake. --- Stealth DC 10 Disable three DC 38 Athletics (trained), Crafting (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area, or a single DC 41 Diplomacy (master) check to entreat Ebeshra to stand down Quake Reaction Trigger Ebeshra moves at least 60 feet on land; Effect The ground shakes in a 120-foot emanation from Ebeshra's space. This creates a variety of effects depending on the surrounding environment. In an area without significant underground space, the ground becomes greater difficult terrain, and creatures on it are flat-footed and clumsy 2 for 1 round. In areas with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 80-foot-deep hole unless they succeed at a DC 40 Reflex save. In bays, on beaches, and in other relatively substantial but shallow bodies of water, the tremors create dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal 10d8 bludgeoning damage (DC 35 basic Reflex save). On a critical failure, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface. --- Reset Ebeshra doesn't rush this way again for 1d4 rounds.","trait":["Environmental","Kaiju","Rare"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Kaiju](/Traits.aspx?ID=383), [Rare](/Traits.aspx?ID=137)","trait_raw":["Environmental","Kaiju","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=110","weakness":{}}},{"_index":"aon18","_id":"hazard-111","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 45 Nature (master) to balance the electrical charges in the area or DC 48 Deception (expert) to momentarily divert Ebeshra's attention","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-111","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Storm Discharge](/Hazards.aspx?ID=111)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" />\r\n<trait label=\"Electricity\" url=\"/Traits.aspx?ID=56\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 41</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nEbeshra aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10\r\n\r\n**Disable**\r\nDC 45 [Nature](/Skills.aspx?ID=10) (master) to balance the electrical charges in the area or DC 48 [Deception](/Skills.aspx?ID=5) (expert) to momentarily divert Ebeshra's attention\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Lightning Blast** <actions string=\"Reaction\" /> **Trigger** A creature takes a hostile action against Ebeshra, produces a visible area effect, or flies within 120 feet of Ebeshra; **Effect** Ebeshra unleashes a 240-foot line of electricity toward the triggering creature. Creatures in the line take 16d8 electricity damage (DC 42 [basic](/Rules.aspx?ID=329) Reflex save). The electricity creates a static field in all squares that the line passed through and all adjacent squares. For 1 round, any creatures that enter a space in the static field take 4d8 electricity damage (DC 38 basic Reflex save).\n\n---\r\n**Reset**\r\nEbeshra waits 1d4 rounds before another blast.","name":"Storm Discharge","rarity":"rare","release_date":"2021-12-22","reset":"Ebeshra waits 1d4 rounds before another blast.","resistance":{},"school":"evocation","search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" />\r\n<trait label=\"Electricity\" url=\"/Traits.aspx?ID=56\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Kaiju\" url=\"/Traits.aspx?ID=383\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Monsters of Myth](/Sources.aspx?ID=107) pg. 41</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEbeshra aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy.\r\n</summary>","source":["Monsters of Myth"],"source_raw":["Monsters of Myth pg. 41"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Monsters of Myth](/Sources.aspx?ID=107) pg. 41</row>","speed":{},"stealth":"DC 10","summary":"Ebeshra aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy.","summary_markdown":"Ebeshra aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy.","text":" Storm Discharge Source Monsters of Myth pg. 41 Complexity Simple Ebeshra aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy. --- Stealth DC 10 Disable DC 45 Nature (master) to balance the electrical charges in the area or DC 48 Deception (expert) to momentarily divert Ebeshra's attention Lightning Blast Reaction Trigger A creature takes a hostile action against Ebeshra, produces a visible area effect, or flies within 120 feet of Ebeshra; Effect Ebeshra unleashes a 240-foot line of electricity toward the triggering creature. Creatures in the line take 16d8 electricity damage (DC 42 basic Reflex save). The electricity creates a static field in all squares that the line passed through and all adjacent squares. For 1 round, any creatures that enter a space in the static field take 4d8 electricity damage (DC 38 basic Reflex save). --- Reset Ebeshra waits 1d4 rounds before another blast.","trait":["Divine","Electricity","Environmental","Evocation","Kaiju","Rare"],"trait_markdown":"[Divine](/Traits.aspx?ID=48), [Electricity](/Traits.aspx?ID=56), [Environmental](/Traits.aspx?ID=62), [Evocation](/Traits.aspx?ID=65), [Kaiju](/Traits.aspx?ID=383), [Rare](/Traits.aspx?ID=137)","trait_raw":["Divine","Electricity","Environmental","Evocation","Kaiju","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=111","weakness":{}}},{"_index":"aon18","_id":"hazard-112","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Nature (trained) or Religion (trained) to quell the spirit","exclude_from_search":false,"fortitude_save":11,"hardness":8,"hardness_raw":"8","hazard_type":"Haunt","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-112","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Pouncing Tiger Haunt](/Hazards.aspx?ID=112)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 42</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA cave painting of a great cat roars to life and leaps off the wall to attack.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 21 (trained)\r\n\r\n**Disable**\r\nDC 18 [Nature](/Skills.aspx?ID=10) (trained) or [Religion](/Skills.aspx?ID=13) (trained) to quell the spirit\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +11, **Ref** +5\r\n\r\n**Hardness**\r\n8\r\n\r\n**HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[acid](/Traits.aspx?ID=3) 5\n\n</column>\r\n\r\n**Tiger Slash** <actions string=\"Reaction\" /> **Trigger** A living creature approaches within 5 feet of the cave painting; **Effect** The haunt deals 4d8 slashing damage with semisolid claws (DC 18 [basic](/Rules.aspx?ID=329) Will save). On a failed save, the target is also [frightened 1](/Conditions.aspx?ID=19) and [fleeing](/Conditions.aspx?ID=17) for 1 round (or frightened 2 and fleeing for 1 minute on a critical failure).\n\n---\r\n**Reset**\r\nIf the cave painting isn't destroyed, the haunt resets after 1 day","name":"Pouncing Tiger Haunt","rarity":"common","reflex_save":5,"release_date":"2022-01-26","reset":"If the cave painting isn't destroyed, the haunt resets after 1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 42</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA cave painting of a great cat roars to life and leaps off the wall to attack.\r\n</summary>","source":["Pathfinder #175: Broken Tusk Moon"],"source_raw":["Pathfinder #175: Broken Tusk Moon pg. 42"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 42</row>","speed":{},"stealth":"DC 21 (trained)","summary":"A cave painting of a great cat roars to life and leaps off the wall to attack.","summary_markdown":"A cave painting of a great cat roars to life and leaps off the wall to attack.","text":" Pouncing Tiger Haunt Source Pathfinder #175: Broken Tusk Moon pg. 42 Complexity Simple A cave painting of a great cat roars to life and leaps off the wall to attack. --- Stealth DC 21 (trained) Disable DC 18 Nature (trained) or Religion (trained) to quell the spirit AC 18, Fort +11, Ref +5 Hardness 8 HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Weaknesses acid 5 Tiger Slash Reaction Trigger A living creature approaches within 5 feet of the cave painting; Effect The haunt deals 4d8 slashing damage with semisolid claws (DC 18 basic Will save). On a failed save, the target is also frightened 1 and fleeing for 1 round (or frightened 2 and fleeing for 1 minute on a critical failure). --- Reset If the cave painting isn't destroyed, the haunt resets after 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=112","weakness":{"acid":5},"weakness_markdown":"[acid](/Traits.aspx?ID=3) 5","weakness_raw":" acid 5"}},{"_index":"aon18","_id":"hazard-113","_score":4.0463834,"_source":{"ac":16,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Thievery (trained) to safely cut the trip cord","exclude_from_search":false,"fortitude_save":9,"hardness":8,"hardness_raw":"8","hazard_type":"Trap","hp":32,"hp_raw":"32 (BT 16)","id":"hazard-113","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Hail of Razor Stones](/Hazards.aspx?ID=113)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 44</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nWhen a concealed cord is tripped, several sharp stones fall onto the square containing the cord.\r\n\r\n---\r\n\r\n**Stealth**\r\nStealth DC 21 (trained)\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) (trained) to safely cut the trip cord\n\n<column gap=\"tiny\">\r\n\r\n**AC** 16, **Fort** +9, **Ref** +5\r\n\r\n**Hardness**\r\n8\r\n\r\n**HP**\r\n32 (BT 16)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Deadfall** <actions string=\"Reaction\" /> **Trigger** A creature walks into the square containing the trip cord; **Effect** Falling rocks deal 4d8 slashing damage (DC 19 [basic](/Rules.aspx?ID=329) Reflex save) to any creature in the square, possibly pinning them to the ground. On a failed save, the creature falls [prone](/Conditions.aspx?ID=31); on a critical failure, the creature is [immobilized](/Conditions.aspx?ID=24) (DC 17 to [Escape](/Actions.aspx?ID=79)). An adjacent creature can attempt a DC 19 [Athletics](/Skills.aspx?ID=3) check to shove the rocks aside to free an immobilized creature.","name":"Hail of Razor Stones","rarity":"common","reflex_save":5,"release_date":"2022-01-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 44</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen a concealed cord is tripped, several sharp stones fall onto the square containing the cord.\r\n</summary>","source":["Pathfinder #175: Broken Tusk Moon"],"source_raw":["Pathfinder #175: Broken Tusk Moon pg. 44"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 44</row>","speed":{},"stealth":"Stealth DC 21 (trained)","summary":"When a concealed cord is tripped, several sharp stones fall onto the square containing the cord.","summary_markdown":"When a concealed cord is tripped, several sharp stones fall onto the square containing the cord.","text":" Hail of Razor Stones Source Pathfinder #175: Broken Tusk Moon pg. 44 Complexity Simple When a concealed cord is tripped, several sharp stones fall onto the square containing the cord. --- Stealth Stealth DC 21 (trained) Disable DC 18 Thievery (trained) to safely cut the trip cord AC 16, Fort +9, Ref +5 Hardness 8 HP 32 (BT 16) Immunities critical hits, object immunities, precision damage Deadfall Reaction Trigger A creature walks into the square containing the trip cord; Effect Falling rocks deal 4d8 slashing damage (DC 19 basic Reflex save) to any creature in the square, possibly pinning them to the ground. On a failed save, the creature falls prone; on a critical failure, the creature is immobilized (DC 17 to Escape). An adjacent creature can attempt a DC 19 Athletics check to shove the rocks aside to free an immobilized creature.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=113","weakness":{}}},{"_index":"aon18","_id":"hazard-114","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 23 Religion (expert) or DC 21 Performance (trained) to dissipate one of the four threads. Characters who failed or critically failed a Performance check to participate in Grandfather Eiwa's funeral in Chapter 1 have been able to reflect on the experience; these characters gain a +2 circumstance bonus to their Performance checks to disable this trap. The trap is destroyed when all four threads are dissipated.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-114","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Death's Slumber Ward](/Hazards.aspx?ID=114)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 57</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA whirlwind of four ephemeral, magical threads dispels the [undead](/Traits.aspx?ID=160) and shrouds the living in an endless slumber.\r\n\r\n---\r\n\r\n**Stealth**\r\n+16 (expert)\r\n\r\n**Disable**\r\nDC 23 [Religion](/Skills.aspx?ID=13) (expert) or DC 21 [Performance](/Skills.aspx?ID=12) (trained) to dissipate one of the four threads. Characters who failed or critically failed a Performance check to participate in Grandfather Eiwa's funeral in Chapter 1 have been able to reflect on the experience; these characters gain a +2 circumstance bonus to their Performance checks to disable this trap. The trap is destroyed when all four threads are dissipated.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Breath of Pharasma** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** A living or undead creature opens the trunk; **Effect** The ephemeral winds rise, sapping energy. All living and undead creatures within 60 feet must succeed at a DC 22 Will save or become [slowed 1](/Conditions.aspx?ID=35) (slowed 2 on a critical failure). The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) Each thread of energy passes through a random living or undead creature within 60 feet, dealing 4d6 damage (DC 22 [basic](/Rules.aspx?ID=329) Will save) to the creature. A thread deals negative damage to living creatures and positive damage to undead creatures. Each thread passes through a different random creature, if possible. Each dissipated thread reduces the trap's number of actions by 1.\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets.","name":"Death's Slumber Ward","rarity":"common","release_date":"2022-01-26","reset":"The haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 57</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA whirlwind of four ephemeral, magical threads dispels the undead and shrouds the living in an endless slumber.\r\n</summary>","source":["Pathfinder #175: Broken Tusk Moon"],"source_raw":["Pathfinder #175: Broken Tusk Moon pg. 57"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 57</row>","speed":{},"stealth":"+16 (expert)","summary":"A whirlwind of four ephemeral, magical threads dispels the undead and shrouds the living in an endless slumber.","summary_markdown":"A whirlwind of four ephemeral, magical threads dispels the undead and shrouds the living in an endless slumber.","text":" Death's Slumber Ward Source Pathfinder #175: Broken Tusk Moon pg. 57 Complexity Complex A whirlwind of four ephemeral, magical threads dispels the undead and shrouds the living in an endless slumber. --- Stealth +16 (expert) Disable DC 23 Religion (expert) or DC 21 Performance (trained) to dissipate one of the four threads. Characters who failed or critically failed a Performance check to participate in Grandfather Eiwa's funeral in Chapter 1 have been able to reflect on the experience; these characters gain a +2 circumstance bonus to their Performance checks to disable this trap. The trap is destroyed when all four threads are dissipated. Breath of Pharasma Reaction (divine, necromancy) Trigger A living or undead creature opens the trunk; Effect The ephemeral winds rise, sapping energy. All living and undead creatures within 60 feet must succeed at a DC 22 Will save or become slowed 1 (slowed 2 on a critical failure). The trap then rolls initiative. --- Routine (4 actions) Each thread of energy passes through a random living or undead creature within 60 feet, dealing 4d6 damage (DC 22 basic Will save) to the creature. A thread deals negative damage to living creatures and positive damage to undead creatures. Each thread passes through a different random creature, if possible. Each dissipated thread reduces the trap's number of actions by 1. --- Reset The haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=114","weakness":{}}},{"_index":"aon18","_id":"hazard-115","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Thievery (expert) to harmlessly bleed away the magical field or dispel magic (2nd level; counteract DC 20) to dispel it.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-115","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Acid Strongbox Trap](/Hazards.aspx?ID=115)</title>\r\n\r\n<traits>\r\n<trait label=\"Acid\" url=\"/Traits.aspx?ID=3\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 60</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn invisible magic field around the strongbox releases a spray of acid when disturbed.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (trained)\r\n\r\n**Disable**\r\nDC 22 [Thievery](/Skills.aspx?ID=17) (expert) to harmlessly bleed away the magical field or [_dispel magic_](/Spells.aspx?ID=78) (2nd level; [counteract](/Rules.aspx?ID=371) DC 20) to dispel it.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Acidic Spray** <actions string=\"Reaction\" /> ([acid](/Traits.aspx?ID=3), [arcane](/Traits.aspx?ID=11), [evocation](/Traits.aspx?ID=65)) **Trigger** A creature touches the strongbox directly or with a held tool; **Effect** The trap deals 4d8+10 acid damage in a 15-foot cone in the direction of the triggering creature (DC 21 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Acid Strongbox Trap","rarity":"common","release_date":"2022-01-26","resistance":{},"school":"evocation","search_markdown":"<traits>\r\n<trait label=\"Acid\" url=\"/Traits.aspx?ID=3\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 60</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible magic field around the strongbox releases a spray of acid when disturbed.\r\n</summary>","source":["Pathfinder #175: Broken Tusk Moon"],"source_raw":["Pathfinder #175: Broken Tusk Moon pg. 60"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #175: Broken Tusk Moon](/Sources.aspx?ID=112) pg. 60</row>","speed":{},"stealth":"DC 22 (trained)","summary":"An invisible magic field around the strongbox releases a spray of acid when disturbed.","summary_markdown":"An invisible magic field around the strongbox releases a spray of acid when disturbed.","text":" Acid Strongbox Trap Source Pathfinder #175: Broken Tusk Moon pg. 60 Complexity Simple An invisible magic field around the strongbox releases a spray of acid when disturbed. --- Stealth DC 22 (trained) Disable DC 22 Thievery (expert) to harmlessly bleed away the magical field or dispel magic (2nd level; counteract DC 20) to dispel it. Acidic Spray Reaction (acid, arcane, evocation) Trigger A creature touches the strongbox directly or with a held tool; Effect The trap deals 4d8+10 acid damage in a 15-foot cone in the direction of the triggering creature (DC 21 basic Reflex save).","trait":["Acid","Evocation","Magical","Trap"],"trait_markdown":"[Acid](/Traits.aspx?ID=3), [Evocation](/Traits.aspx?ID=65), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Acid","Evocation","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=115","weakness":{}}},{"_index":"aon18","_id":"hazard-116","_score":4.0463834,"_source":{"ac":16,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Survival (trained) to remove a stalactite without triggering a fall","exclude_from_search":false,"fortitude_save":12,"hardness":12,"hardness_raw":"12","hazard_type":"Environmental","hp":42,"hp_raw":"42 (BT 21)","id":"hazard-116","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Falling Stalactites](/Hazards.aspx?ID=116)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 6</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nUnstable stalactites fall from the ceiling.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\nDC 20 [Survival](/Skills.aspx?ID=16) (trained) to remove a stalactite without triggering a fall\n\n<column gap=\"tiny\">\r\n\r\n**AC** 16, **Fort** +12, **Ref** +12\r\n\r\n**Hardness**\r\n12\r\n\r\n**HP**\r\n42 (BT 21)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Fall** <actions string=\"Reaction\" /> **Trigger** A stalactite is damaged or touched; **Effect** The stalactite falls, making an attack against each creature underneath. <br />**Melee** stalactite +16**,** **Damage** 2d10+13 bludgeoning","name":"Falling Stalactites","rarity":"common","reflex_save":12,"release_date":"2022-02-23","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 6</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nUnstable stalactites fall from the ceiling.\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 6"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 6</row>","speed":{},"stealth":"DC 23 (trained)","summary":"Unstable stalactites fall from the ceiling.","summary_markdown":"Unstable stalactites fall from the ceiling.","text":" Falling Stalactites Source Pathfinder #176: Lost Mammoth Valley pg. 6 Complexity Simple Unstable stalactites fall from the ceiling. --- Stealth DC 23 (trained) Disable DC 20 Survival (trained) to remove a stalactite without triggering a fall AC 16, Fort +12, Ref +12 Hardness 12 HP 42 (BT 21) Immunities critical hits, object immunities, precision damage Fall Reaction Trigger A stalactite is damaged or touched; Effect The stalactite falls, making an attack against each creature underneath. Melee stalactite +16 , Damage 2d10+13 bludgeoning","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=116","weakness":{}}},{"_index":"aon18","_id":"hazard-117","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 25 Survival (trained) to prop up the tunnel ceiling without triggering a collapse","exclude_from_search":false,"fortitude_save":14,"hardness":13,"hardness_raw":"13","hazard_type":"Environmental","hp":46,"hp_raw":"46 (BT 23)","id":"hazard-117","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Cave-In](/Hazards.aspx?ID=117)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 6</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe tunel collapses, filling the passage with stone\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (trained)\r\n\r\n**Disable**\r\nDC 25 [Survival](/Skills.aspx?ID=16) (trained) to prop up the tunnel ceiling without triggering a collapse\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +14, **Ref** +14\r\n\r\n**Hardness**\r\n13\r\n\r\n**HP**\r\n46 (BT 23)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A creature moves into the unstable tunnel; **Effect** The tunnel collapses in a cave-in that deals 4d8+10 bludgeoning damage to the triggering creature and all creatures in area A2 (DC 21 [basic](/Rules.aspx?ID=329) Reflex save). On a failed save, the triggering creature is [immobilized](/Conditions.aspx?ID=24) (Escape DC 21). This collapse fully blocks the tunnel (area A2), making it impassable.","name":"Cave-In","rarity":"common","reflex_save":14,"release_date":"2022-02-23","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 6</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe tunel collapses, filling the passage with stone\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 6"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 6</row>","speed":{},"stealth":"DC 22 (trained)","summary":"The tunel collapses, filling the passage with stone","summary_markdown":"The tunel collapses, filling the passage with stone","text":" Cave-In Source Pathfinder #176: Lost Mammoth Valley pg. 6 Complexity Simple The tunel collapses, filling the passage with stone --- Stealth DC 22 (trained) Disable DC 25 Survival (trained) to prop up the tunnel ceiling without triggering a collapse AC 21, Fort +14, Ref +14 Hardness 13 HP 46 (BT 23) Immunities critical hits, object immunities, precision damage Collapse Reaction Trigger A creature moves into the unstable tunnel; Effect The tunnel collapses in a cave-in that deals 4d8+10 bludgeoning damage to the triggering creature and all creatures in area A2 (DC 21 basic Reflex save). On a failed save, the triggering creature is immobilized (Escape DC 21). This collapse fully blocks the tunnel (area A2), making it impassable.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=117","weakness":{}}},{"_index":"aon18","_id":"hazard-118","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 25 Survival (trained) or DC 23 Crafting to neutralize the oil without setting it alight","exclude_from_search":false,"fortitude_save":14,"hazard_type":"Environmental","id":"hazard-118","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Oil Explosion](/Hazards.aspx?ID=118)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 7</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe flammable oil catches flame and explodes, burning up in a ball of fire.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (trained)\r\n\r\n**Disable**\r\nDC 25 [Survival](/Skills.aspx?ID=16) (trained) or DC 23 [Crafting](/Skills.aspx?ID=4) to neutralize the oil without setting it alight\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +14, **Ref** +14\n\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Explode** <actions string=\"Reaction\" /> **Trigger** An open flame is brought into area A4; **Effect** The oil on the walls explodes, dealing 4d8+10 fire damage to all creatures and objects in areas A4 and A3 (DC 21 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Oil Explosion","rarity":"common","reflex_save":14,"release_date":"2022-02-23","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 7</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe flammable oil catches flame and explodes, burning up in a ball of fire.\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 7"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 7</row>","speed":{},"stealth":"DC 22 (trained)","summary":"The flammable oil catches flame and explodes, burning up in a ball of fire.","summary_markdown":"The flammable oil catches flame and explodes, burning up in a ball of fire.","text":" Oil Explosion Source Pathfinder #176: Lost Mammoth Valley pg. 7 Complexity Simple The flammable oil catches flame and explodes, burning up in a ball of fire. --- Stealth DC 22 (trained) Disable DC 25 Survival (trained) or DC 23 Crafting to neutralize the oil without setting it alight AC 21, Fort +14, Ref +14 Immunities critical hits, object immunities, precision damage Explode Reaction Trigger An open flame is brought into area A4; Effect The oil on the walls explodes, dealing 4d8+10 fire damage to all creatures and objects in areas A4 and A3 (DC 21 basic Reflex save).","trait":["Environmental","Fire"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fire](/Traits.aspx?ID=72)","trait_raw":["Environmental","Fire"],"type":"Hazard","url":"/Hazards.aspx?ID=118","weakness":{}}},{"_index":"aon18","_id":"hazard-119","_score":4.0463834,"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 25 Thievery (trained) to pin the pulley in place","exclude_from_search":false,"fortitude_save":15,"hardness":12,"hardness_raw":"12","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-119","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Rockfall Ceiling](/Hazards.aspx?ID=119)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 11</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA load of rocks, held up by a rope pulley, is dropped on the cavern's lower level.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (Trained)\r\n\r\n**Disable**\r\nDC 25 [Thievery](/Skills.aspx?ID=17) (trained) to pin the pulley in place\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +15, **Ref** +15\r\n\r\n**Hardness**\r\n12\r\n\r\n**HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Drop Rocks** <actions string=\"Reaction\" /> **Trigger** A creature holding the rope pulley pulls it; **Effect** The net releases, dropping rocks on all creatures and objects in the lower half of area A15, dealing 4d8+14 bludgeoning damage (DC 26 [basic](/Rules.aspx?ID=329) Reflex save). The area then becomes difficult terrain.","name":"Rockfall Ceiling","rarity":"common","reflex_save":15,"release_date":"2022-02-23","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 11</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA load of rocks, held up by a rope pulley, is dropped on the cavern's lower level.\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 11"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 11</row>","speed":{},"stealth":"DC 20 (Trained)","summary":"A load of rocks, held up by a rope pulley, is dropped on the cavern's lower level.","summary_markdown":"A load of rocks, held up by a rope pulley, is dropped on the cavern's lower level.","text":" Rockfall Ceiling Source Pathfinder #176: Lost Mammoth Valley pg. 11 Complexity Simple A load of rocks, held up by a rope pulley, is dropped on the cavern's lower level. --- Stealth DC 20 (Trained) Disable DC 25 Thievery (trained) to pin the pulley in place AC 22, Fort +15, Ref +15 Hardness 12 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Drop Rocks Reaction Trigger A creature holding the rope pulley pulls it; Effect The net releases, dropping rocks on all creatures and objects in the lower half of area A15, dealing 4d8+14 bludgeoning damage (DC 26 basic Reflex save). The area then becomes difficult terrain.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=119","weakness":{}}},{"_index":"aon18","_id":"hazard-120","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 22 Survival (trained) to find a location the trees can't reach or DC 24 Religion to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5-foot-square area in the grove that's safe from this hazard.","exclude_from_search":false,"fortitude_save":14,"hardness":10,"hardness_raw":"10","hazard_type":"Environmental","hp":40,"hp_raw":"40 (BT 20)","id":"hazard-120","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Abyss-Warped Trees](/Hazards.aspx?ID=120)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 13</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21).\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 12 (Trained) to determine the trees can move\r\n\r\n**Disable**\r\nDC 22 [Survival](/Skills.aspx?ID=16) (trained) to find a location the trees can't reach or DC 24 [Religion](/Skills.aspx?ID=13) to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5-foot-square area in the grove that's safe from this hazard.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +14, **Ref** +14\r\n\r\n**Hardness**\r\n10\r\n\r\n**HP**\r\n40 (BT 20)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[fire](/Traits.aspx?ID=72) 5\n\n</column>\r\n\r\n**Shift Roots** <actions string=\"Reaction\" /> **Trigger** A creature ends its movement in the grove; **Effect** The trees throughout the tainted grove shift their roots wildly, making the area difficult terrain, then the Abyss-warped trees roll initiative.<br />**Tighten Grip** <actions string=\"Free Action\" />**Trigger** The Abyss-warped trees critically hit a creature with a branch Strike; **Effect** The Abyss-warped trees loop their branches around the triggering creature, [grabbing](/Conditions.aspx?ID=20) it ([Escape](/Actions.aspx?ID=79) DC 21).\n\n---\r\n**Routine**\r\n(4 actions) The Abyss-warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a DC 21 Reflex save or fall [prone](/Conditions.aspx?ID=31). The Abyss-warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove. <br />**Melee** branch +14, **Damage** 2d8+5 bludgeoning\r\n\r\n---\r\n**Reset**\r\nThe Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month.","name":"Abyss-Warped Trees","rarity":"unique","reflex_save":14,"release_date":"2022-02-23","reset":"The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 13</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21).\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 13"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 13</row>","speed":{},"spoilers":"Quest for the Frozen Flame","stealth":"DC 12 (Trained) to determine the trees can move","summary":"A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21).","summary_markdown":"A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21).","text":" Abyss-Warped Trees Source Pathfinder #176: Lost Mammoth Valley pg. 13 Complexity Complex A forest of fiendish trees swing their branches and shift their roots to bludgeon and trip creatures in the tainted grove (area A21). --- Stealth DC 12 (Trained) to determine the trees can move Disable DC 22 Survival (trained) to find a location the trees can't reach or DC 24 Religion to recite a prayer that temporarily casts out the fiendish energy inside a single tree in the grove, disabling it for 1 minute. A disabled or destroyed tree creates a 5-foot-square area in the grove that's safe from this hazard. AC 18, Fort +14, Ref +14 Hardness 10 HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Weaknesses fire 5 Shift Roots Reaction Trigger A creature ends its movement in the grove; Effect The trees throughout the tainted grove shift their roots wildly, making the area difficult terrain, then the Abyss-warped trees roll initiative. Tighten Grip Free Action Trigger The Abyss-warped trees critically hit a creature with a branch Strike; Effect The Abyss-warped trees loop their branches around the triggering creature, grabbing it (Escape DC 21). --- Routine (4 actions) The Abyss-warped trees use their first action each round to lash their roots; each creature in the tainted grove must succeed at a DC 21 Reflex save or fall prone. The Abyss-warped trees use their second, third, and fourth actions to make branch Strikes against up to three different creatures in the tainted grove. Melee branch +14, Damage 2d8+5 bludgeoning --- Reset The Abyss-warped trees cease moving 1 minute after no living creatures are in the tainted grove. They reset immediately. A disabled tree reanimates after 1 minute. A destroyed tree regrows after 1 month.","trait":["Complex","Environmental","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Environmental","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=120","weakness":{"fire":5},"weakness_markdown":"[fire](/Traits.aspx?ID=72) 5","weakness_raw":" fire 5"}},{"_index":"aon18","_id":"hazard-121","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Thievery (expert) to remove the bowl without triggering the magic, or dispel magic (2nd level, counteract DC 20) to counteract the runes","exclude_from_search":false,"fortitude_save":14,"hardness":12,"hardness_raw":"12","hazard_type":"Trap","hp":46,"hp_raw":"46 (BT 23)","id":"hazard-121","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Punishing Altar](/Hazards.aspx?ID=121)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Necromancy\" url=\"/Traits.aspx?ID=117\" />\r\n<trait label=\"Negative\" url=\"/Traits.aspx?ID=118\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 15</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe bowl releases a wave of negative energy when a living creature approaches without displaying a religious symbol of Venexus.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (trained) to notice the bowl is the center point for a magical trap\r\n\r\n**Disable**\r\nDC 22 [Thievery](/Skills.aspx?ID=17) (expert) to remove the bowl without triggering the magic, or [_dispel magic_](/Spells.aspx?ID=78) (2nd level, [counteract](/Rules.aspx?ID=371) DC 20) to counteract the runes\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +14, **Ref** +14\r\n\r\n**Hardness**\r\n12\r\n\r\n**HP**\r\n46 (BT 23)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Necromantic Wave** <actions string=\"Reaction\" /> **Trigger** A living creature approaches within 10 feet of the bowl without displaying a [religious symbol](/Equipment.aspx?ID=41) of Venexus; **Effect** The bowl releases a wave of necromantic energy, dealing 4d8+10 negative damage (DC 21 [basic](/Rules.aspx?ID=329) Reflex save) to the triggering creature and all creatures in the area not displaying a religious symbol of Venexus. On a critical failure, a creature becomes [drained](/Conditions.aspx?ID=10) 1.","name":"Punishing Altar","rarity":"unique","reflex_save":14,"release_date":"2022-02-23","resistance":{},"school":"necromancy","search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Necromancy\" url=\"/Traits.aspx?ID=117\" />\r\n<trait label=\"Negative\" url=\"/Traits.aspx?ID=118\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 15</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe bowl releases a wave of negative energy when a living creature approaches without displaying a religious symbol of Venexus.\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 15"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 15</row>","speed":{},"spoilers":"Quest for the Frozen Flame","stealth":"DC 25 (trained) to notice the bowl is the center point for a magical trap","summary":"The bowl releases a wave of negative energy when a living creature approaches without displaying a religious symbol of Venexus.","summary_markdown":"The bowl releases a wave of negative energy when a living creature approaches without displaying a religious symbol of Venexus.","text":" Punishing Altar Source Pathfinder #176: Lost Mammoth Valley pg. 15 Complexity Simple The bowl releases a wave of negative energy when a living creature approaches without displaying a religious symbol of Venexus. --- Stealth DC 25 (trained) to notice the bowl is the center point for a magical trap Disable DC 22 Thievery (expert) to remove the bowl without triggering the magic, or dispel magic (2nd level, counteract DC 20) to counteract the runes AC 21, Fort +14, Ref +14 Hardness 12 HP 46 (BT 23) Immunities critical hits, object immunities, precision damage Necromantic Wave Reaction Trigger A living creature approaches within 10 feet of the bowl without displaying a religious symbol of Venexus; Effect The bowl releases a wave of necromantic energy, dealing 4d8+10 negative damage (DC 21 basic Reflex save) to the triggering creature and all creatures in the area not displaying a religious symbol of Venexus. On a critical failure, a creature becomes drained 1.","trait":["Magical","Necromancy","Negative","Trap","Unique"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Necromancy](/Traits.aspx?ID=117), [Negative](/Traits.aspx?ID=118), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Magical","Necromancy","Negative","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=121","weakness":{}}},{"_index":"aon18","_id":"hazard-122","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Diplomacy (trained) to soothe the restless spirits, or DC 24 Religion (trained) to recite a prayer honoring the deceased; two successful checks are required to disable the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-122","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Final Flight](/Hazards.aspx?ID=122)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 26</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA creature experiences the death of a priest carried off by griffons and fed to their chicks.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 26 (expert)\r\n\r\n**Disable**\r\nDC 22 [Diplomacy](/Skills.aspx?ID=6) (trained) to soothe the restless spirits, or DC 24 [Religion](/Skills.aspx?ID=13) (trained) to recite a prayer honoring the deceased; two successful checks are required to disable the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Final Flight** <actions string=\"Reaction\" /> ([illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature enters the gathering circle; **Effect** The triggering creature experiences the last moments of the priest who once tended the Lea of Honored Souls. Griffons swoop down from the sky and snatch the priest up in their claws, dealing 1d8+7 slashing damage. They're carried southwest across the valley to a mountain peak and dropped into a nest of young griffons. As the chicks devour the priest, the character takes 1d8+7 piercing damage and 2d8 mental damage. The affected creature must then attempt a DC 22 Will save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage from all damage dealt by the haunt.<br />\r\n**Failure** The creature takes full damage.<br />\r\n**Critical Failure** The creature takes full damage and can't shake off the vision; they take 1d8 [persistent bleed damage](/Conditions.aspx?ID=29) and are [frightened](/Conditions.aspx?ID=19) 1—believing they're being eaten alive—as long as the bleed damage persists.\n\n---\r\n**Reset**\r\nThe haunt deactivates 1 minute after all living creatures leave the Lea of Honored Souls. Ten minutes after deactivating, the haunt resets.","name":"Final Flight","rarity":"unique","release_date":"2022-02-23","reset":"The haunt deactivates 1 minute after all living creatures leave the Lea of Honored Souls. Ten minutes after deactivating, the haunt resets.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 26</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA creature experiences the death of a priest carried off by griffons and fed to their chicks.\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 26"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 26</row>","speed":{},"spoilers":"Quest for the Frozen Flame","stealth":"DC 26 (expert)","summary":"A creature experiences the death of a priest carried off by griffons and fed to their chicks.","summary_markdown":"A creature experiences the death of a priest carried off by griffons and fed to their chicks.","text":" Final Flight Source Pathfinder #176: Lost Mammoth Valley pg. 26 Complexity Simple A creature experiences the death of a priest carried off by griffons and fed to their chicks. --- Stealth DC 26 (expert) Disable DC 22 Diplomacy (trained) to soothe the restless spirits, or DC 24 Religion (trained) to recite a prayer honoring the deceased; two successful checks are required to disable the haunt Final Flight Reaction (illusion, mental, occult) Trigger A creature enters the gathering circle; Effect The triggering creature experiences the last moments of the priest who once tended the Lea of Honored Souls. Griffons swoop down from the sky and snatch the priest up in their claws, dealing 1d8+7 slashing damage. They're carried southwest across the valley to a mountain peak and dropped into a nest of young griffons. As the chicks devour the priest, the character takes 1d8+7 piercing damage and 2d8 mental damage. The affected creature must then attempt a DC 22 Will save. Critical Success The creature is unaffected. Success The creature takes half damage from all damage dealt by the haunt. Failure The creature takes full damage. Critical Failure The creature takes full damage and can't shake off the vision; they take 1d8 persistent bleed damage and are frightened 1—believing they're being eaten alive—as long as the bleed damage persists. --- Reset The haunt deactivates 1 minute after all living creatures leave the Lea of Honored Souls. Ten minutes after deactivating, the haunt resets.","trait":["Haunt","Unique"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=122","weakness":{}}},{"_index":"aon18","_id":"hazard-123","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 26 Diplomacy (trained) to convince the spirits to remain dormant, or DC 26 Religion (trained) to ritually silence the spirits","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-123","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Footsteps of Legends](/Hazards.aspx?ID=123)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 31</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe characters witness Burning Mammoths walking this mountain pass in ages long past.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (expert)\r\n\r\n**Disable**\r\nDC 26 [Diplomacy](/Skills.aspx?ID=6) (trained) to convince the spirits to remain dormant, or DC 26 [Religion](/Skills.aspx?ID=13) (trained) to ritually silence the spirits\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Ancestral Journey** <actions string=\"Reaction\" /> **Trigger** A good-aligned spiritual descendant of the Burning Mammoth following enters the mountain pass; **Effect** Burning Mammoths from long ago appear alongside the party, walking the mountain pass as one united following. They walk in the footsteps of ancestors, heroes, and legends. Each creature that witnesses the vision gains a +1 status bonus to Will saving throws and all skill checks for 24 hours.\n\n---\r\n**Reset**\r\n1 hour","name":"Footsteps of Legends","rarity":"unique","release_date":"2022-02-23","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 31</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe characters witness Burning Mammoths walking this mountain pass in ages long past.\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 31"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 31</row>","speed":{},"spoilers":"Quest for the Frozen Flame","stealth":"DC 23 (expert)","summary":"The characters witness Burning Mammoths walking this mountain pass in ages long past.","summary_markdown":"The characters witness Burning Mammoths walking this mountain pass in ages long past.","text":" Footsteps of Legends Source Pathfinder #176: Lost Mammoth Valley pg. 31 Complexity Simple The characters witness Burning Mammoths walking this mountain pass in ages long past. --- Stealth DC 23 (expert) Disable DC 26 Diplomacy (trained) to convince the spirits to remain dormant, or DC 26 Religion (trained) to ritually silence the spirits Ancestral Journey Reaction Trigger A good-aligned spiritual descendant of the Burning Mammoth following enters the mountain pass; Effect Burning Mammoths from long ago appear alongside the party, walking the mountain pass as one united following. They walk in the footsteps of ancestors, heroes, and legends. Each creature that witnesses the vision gains a +1 status bonus to Will saving throws and all skill checks for 24 hours. --- Reset 1 hour","trait":["Haunt","Unique"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=123","weakness":{}}},{"_index":"aon18","_id":"hazard-124","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"A successful DC 22 Athletics , Nature , or Survival check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as from a spell like create water or hydraulic push ). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is less effective than water, so a frost vial puts out only 1 square of fire, and a ray of frost is ineffective.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-124","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Forest Fire](/Hazards.aspx?ID=124)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 35</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA 10-foot-by-10-foot bonfire spreads to the surrounding forest on each of its turns.\r\n\r\n---\r\n\r\n**Stealth**\r\n-10\r\n\r\n**Disable**\r\nA successful DC 22 [Athletics](/Skills.aspx?ID=3), [Nature](/Skills.aspx?ID=10), or [Survival](/Skills.aspx?ID=16) check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as from a spell like [_create water_](/Spells.aspx?ID=53) or [_hydraulic push_](/Spells.aspx?ID=154)). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A [waterskin](/Equipment.aspx?ID=62) doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is less effective than water, so a [frost vial](/Equipment.aspx?ID=77) puts out only 1 square of fire, and a [_ray of frost_](/Spells.aspx?ID=245) is ineffective.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Stoke Flames** <actions string=\"Reaction\" /> **Trigger** A [brimorak](/Monsters.aspx?ID=1111) urges the fire to spread out of control; **Effect** The bonfire becomes a forest fire and rolls initiative.\n\n---\r\n**Routine**\r\nOn its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies (minimum 1 square). You determine the squares the fire spreads into. Any creature that ends its turn next to the flames takes 2d8+5 fire damage, or 4d8+10 fire damage if it ended its turn within the flames (DC 25 [basic](/Rules.aspx?ID=329) Reflex save in either case). A creature can take damage from the forest fire only once per round.","name":"Forest Fire","rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 35</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA 10-foot-by-10-foot bonfire spreads to the surrounding forest on each of its turns.\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 35"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 35</row>","speed":{},"stealth":"-10","summary":"A 10-foot-by-10-foot bonfire spreads to the surrounding forest on each of its turns.","summary_markdown":"A 10-foot-by-10-foot bonfire spreads to the surrounding forest on each of its turns.","text":" Forest Fire Source Pathfinder #176: Lost Mammoth Valley pg. 35 Complexity Complex A 10-foot-by-10-foot bonfire spreads to the surrounding forest on each of its turns. --- Stealth -10 Disable A successful DC 22 Athletics, Nature, or Survival check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as from a spell like create water or hydraulic push ). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is less effective than water, so a frost vial puts out only 1 square of fire, and a ray of frost is ineffective. Stoke Flames Reaction Trigger A brimorak urges the fire to spread out of control; Effect The bonfire becomes a forest fire and rolls initiative. --- Routine On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies (minimum 1 square). You determine the squares the fire spreads into. Any creature that ends its turn next to the flames takes 2d8+5 fire damage, or 4d8+10 fire damage if it ended its turn within the flames (DC 25 basic Reflex save in either case). A creature can take damage from the forest fire only once per round.","trait":["Complex","Environmental","Fire"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Fire](/Traits.aspx?ID=72)","trait_raw":["Complex","Environmental","Fire"],"type":"Hazard","url":"/Hazards.aspx?ID=124","weakness":{}}},{"_index":"aon18","_id":"hazard-125","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 25 (expert) to drain the runes power harmlessly or dispel magic (3rd level; counteract DC 22) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-125","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Soul Draining Cage](/Hazards.aspx?ID=125)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Necromancy\" url=\"/Traits.aspx?ID=117\" />\r\n<trait label=\"Negative\" url=\"/Traits.aspx?ID=118\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 38</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nNecromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert) or [_detect magic_](/Spells.aspx?ID=66)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 25 (expert) to drain the runes power harmlessly or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; [counteract](/Rules.aspx?ID=371) DC 22) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Soul Drain** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118)) **Trigger** A creature touches the cage bars, door, or lock directly or with a tool; **Effect** The trap deals 4d8+18 negative damage to the triggering creature, creatures inside the cage, and all creatures adjacent to the cage (DC 27 [basic](/Rules.aspx?ID=329) Fortitude save). On a failed save, a creature is also [drained](/Conditions.aspx?ID=10) 1.","name":"Soul Draining Cage","rarity":"common","release_date":"2022-02-23","resistance":{},"school":"necromancy","search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Necromancy\" url=\"/Traits.aspx?ID=117\" />\r\n<trait label=\"Negative\" url=\"/Traits.aspx?ID=118\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 38</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNecromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage.\r\n</summary>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 38"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 38</row>","speed":{},"stealth":"DC 25 (expert) or detect magic ","summary":"Necromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage.","summary_markdown":"Necromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage.","text":" Soul Draining Cage Source Pathfinder #176: Lost Mammoth Valley pg. 38 Complexity Simple Necromantic runes inscribed on the cage bars and lock drain the vitality of living creatures who interact with the cage. --- Stealth DC 25 (expert) or detect magic Disable Thievery DC 25 (expert) to drain the runes power harmlessly or dispel magic (3rd level; counteract DC 22) to counteract the rune Soul Drain Reaction (arcane, necromancy, negative) Trigger A creature touches the cage bars, door, or lock directly or with a tool; Effect The trap deals 4d8+18 negative damage to the triggering creature, creatures inside the cage, and all creatures adjacent to the cage (DC 27 basic Fortitude save). On a failed save, a creature is also drained 1.","trait":["Magical","Necromancy","Negative","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Necromancy](/Traits.aspx?ID=117), [Negative](/Traits.aspx?ID=118), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Necromancy","Negative","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=125","weakness":{}}},{"_index":"aon18","_id":"hazard-126","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 40 Crafting (master) or DC 42 Survival (legendary) to neutralize the acid while within reach of it. Three successes using either skill (or a combination of both) destroys the hazard.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-126","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Venom Pool](/Hazards.aspx?ID=126)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 11</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA shallow, foul-smelling puddle of toxic acid blocks a narrow hall, and poison bursts from it when disturbed.\r\n\r\n---\r\n\r\n**Stealth**\r\n+30 (legendary) to distinguish between the hazard and the oozes within it; DC 0 to notice the pool\r\n\r\n**Disable**\r\nDC 40 [Crafting](/Skills.aspx?ID=4) (master) or DC 42 [Survival](/Skills.aspx?ID=16) (legendary) to neutralize the acid while within reach of it. Three successes using either skill (or a combination of both) destroys the hazard.\r\n\r\n**Deadly Footing** The area of the venom pool is difficult terrain, and each creature moving through it takes 10 acid damage for every square of its area that it moves into.\r\n\r\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Poison Puff** <actions string=\"Reaction\" /> **Trigger** A creature moves through any square in the hazard's space; **Effect** The pool produces a 9th-level [_cloudkill_](/Spells.aspx?ID=42) (DC 40) at its center. It then rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) The hazard uses its first action to spread 10 feet down the hallway in both directions. Once out of the hall, each side spreads in a random direction each round, but they don't go through doors. The hazard uses its second action to move the center of the _cloudkill_ up to 20 feet in any direction to which any part of the pool has line of effect (normally, to encompass the greatest number of characters). If the _cloudkill_ isn't present, it instead uses its second action to produce a new cloudkill, as Poison Puff.\r\n\r\n---\r\n**Reset**\r\nThe hazard ends after 1 minute, contracting to its original size and keeping still until disturbed again.","name":"Venom Pool","rarity":"uncommon","release_date":"2022-03-30","reset":"The hazard ends after 1 minute, contracting to its original size and keeping still until disturbed again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 11</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA shallow, foul-smelling puddle of toxic acid blocks a narrow hall, and poison bursts from it when disturbed.\r\n</summary>","source":["Pathfinder #174: Shadows of the Ancients"],"source_raw":["Pathfinder #174: Shadows of the Ancients pg. 11"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #174: Shadows of the Ancients](/Sources.aspx?ID=115) pg. 11</row>","speed":{},"spoilers":"Strength of Thousands","stealth":"+30 (legendary) to distinguish between the hazard and the oozes within it; DC 0 to notice the pool","summary":"A shallow, foul-smelling puddle of toxic acid blocks a narrow hall, and poison bursts from it when disturbed.","summary_markdown":"A shallow, foul-smelling puddle of toxic acid blocks a narrow hall, and poison bursts from it when disturbed.","text":" Venom Pool Source Pathfinder #174: Shadows of the Ancients pg. 11 Complexity Complex A shallow, foul-smelling puddle of toxic acid blocks a narrow hall, and poison bursts from it when disturbed. --- Stealth +30 (legendary) to distinguish between the hazard and the oozes within it; DC 0 to notice the pool Disable DC 40 Crafting (master) or DC 42 Survival (legendary) to neutralize the acid while within reach of it. Three successes using either skill (or a combination of both) destroys the hazard. Deadly Footing The area of the venom pool is difficult terrain, and each creature moving through it takes 10 acid damage for every square of its area that it moves into. Poison Puff Reaction Trigger A creature moves through any square in the hazard's space; Effect The pool produces a 9th-level cloudkill (DC 40) at its center. It then rolls initiative. --- Routine (2 actions) The hazard uses its first action to spread 10 feet down the hallway in both directions. Once out of the hall, each side spreads in a random direction each round, but they don't go through doors. The hazard uses its second action to move the center of the cloudkill up to 20 feet in any direction to which any part of the pool has line of effect (normally, to encompass the greatest number of characters). If the cloudkill isn't present, it instead uses its second action to produce a new cloudkill, as Poison Puff. --- Reset The hazard ends after 1 minute, contracting to its original size and keeping still until disturbed again.","trait":["Complex","Environmental","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Environmental","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=126","weakness":{}}},{"_index":"aon18","_id":"hazard-127","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival DC 28 to dig around the vent in a way that diffuses the fumes","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-127","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Methane Flue](/Hazards.aspx?ID=127)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 33</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nInvisible but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (expert) to hear hissing gas\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) DC 28 to dig around the vent in a way that diffuses the fumes\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Flame Spurt** <actions string=\"Reaction\" /> **Trigger** A creature moves within 5 feet of the flue; **Effect** A fiery geyser of flaming gas explodes from the ground. Creatures within 5 feet of the flue take 4d10 fire damage (DC 30 [basic](/Rules.aspx?ID=329) Reflex save); creatures that fail the save also take 4d10 [persistent fire damage](/Conditions.aspx?ID=29).","name":"Methane Flue","rarity":"common","release_date":"2022-03-30","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 33</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nInvisible but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it.\r\n</summary>","source":["Pathfinder #177: Burning Tundra"],"source_raw":["Pathfinder #177: Burning Tundra pg. 33"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 33</row>","speed":{},"stealth":"DC 28 (expert) to hear hissing gas","summary":"Invisible but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it.","summary_markdown":"Invisible but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it.","text":" Methane Flue Source Pathfinder #177: Burning Tundra pg. 33 Complexity Simple Invisible but highly flammable natural gas has built up beneath the ground, where geological pressure can ignite it. --- Stealth DC 28 (expert) to hear hissing gas Disable Survival DC 28 to dig around the vent in a way that diffuses the fumes Flame Spurt Reaction Trigger A creature moves within 5 feet of the flue; Effect A fiery geyser of flaming gas explodes from the ground. Creatures within 5 feet of the flue take 4d10 fire damage (DC 30 basic Reflex save); creatures that fail the save also take 4d10 persistent fire damage.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=127","weakness":{}}},{"_index":"aon18","_id":"hazard-128","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Survival DC 25 (expert) to disturb the surface and reveal the tar pit","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-128","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Tar Pit](/Hazards.aspx?ID=128)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 34</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert)\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) DC 25 (expert) to disturb the surface and reveal the tar pit\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Capture** <actions string=\"Reaction\" /> **Trigger** A Huge or smaller creature walks onto the tar pit; **Effect** The triggering creature sinks into the tar pit up to its waist. The tar pit rolls initiative if it hasn't already.\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the tar pit pulls down each creature within it, thick tar adhering to the creature's body. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid [suffocation](/Rules.aspx?ID=468).<br /> A creature in the tar pit can attempt a DC 33 [Athletics](/Skills.aspx?ID=3) check to [Climb](/Actions.aspx?ID=33) to either raise itself by one step (if it's submerged to its neck or full submerged) or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. Other creatures can [Aid](/Actions.aspx?ID=75) the creature, typically by using a rope or similar aid or by attempting to pull the creature out with their own DC 33 Athletics check, with the same results as if the creature attempted the check. In addition to the usual results, a character adjacent to the tar pit who critically fails while Aiding moves into the tar pit. A creature that Climbs out of the tar pit escapes the hazard and lands prone in an adjacent space.\r\n\r\n---\r\n**Reset**\r\nThough the hazard still captures anyone who touches it, the surface doesn't become hidden again until it settles, which takes 24 hours.","name":"Tar Pit","rarity":"common","release_date":"2022-03-30","reset":"Though the hazard still captures anyone who touches it, the surface doesn't become hidden again until it settles, which takes 24 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 34</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it.\r\n</summary>","source":["Pathfinder #177: Burning Tundra"],"source_raw":["Pathfinder #177: Burning Tundra pg. 34"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 34</row>","speed":{},"stealth":"DC 30 (expert)","summary":"A 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it.","summary_markdown":"A 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it.","text":" Tar Pit Source Pathfinder #177: Burning Tundra pg. 34 Complexity Complex A 15-foot-wide patch of tar covered with dirt and leaves attempts to capture creatures that step onto it. --- Stealth DC 30 (expert) Disable Survival DC 25 (expert) to disturb the surface and reveal the tar pit Capture Reaction Trigger A Huge or smaller creature walks onto the tar pit; Effect The triggering creature sinks into the tar pit up to its waist. The tar pit rolls initiative if it hasn't already. --- Routine (1 action) On its initiative, the tar pit pulls down each creature within it, thick tar adhering to the creature's body. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation. A creature in the tar pit can attempt a DC 33 Athletics check to Climb to either raise itself by one step (if it's submerged to its neck or full submerged) or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. Other creatures can Aid the creature, typically by using a rope or similar aid or by attempting to pull the creature out with their own DC 33 Athletics check, with the same results as if the creature attempted the check. In addition to the usual results, a character adjacent to the tar pit who critically fails while Aiding moves into the tar pit. A creature that Climbs out of the tar pit escapes the hazard and lands prone in an adjacent space. --- Reset Though the hazard still captures anyone who touches it, the surface doesn't become hidden again until it settles, which takes 24 hours.","trait":["Complex","Environmental"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=128","weakness":{}}},{"_index":"aon18","_id":"hazard-129","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 30 (master) to erase the rune without triggering the sensor or dispel magic (5th level; counteract DC 28) to dispel the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-129","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Shattering Rune](/Hazards.aspx?ID=129)</title>\r\n\r\n<traits>\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Sonic\" url=\"/Traits.aspx?ID=147\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 37</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an invisible sensor that detects creatures within a 10-foot-radius sphere.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 33 (master)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 30 (master) to erase the rune without triggering the sensor or [_dispel magic_](/Spells.aspx?ID=78) (5th level; [counteract](/Rules.aspx?ID=371) DC 28) to dispel the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shattering Shockwave** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [evocation](/Traits.aspx?ID=65), [sonic](/Traits.aspx?ID=147)) **Trigger** A Small or larger creature comes within 10 feet of the rune; **Effect** The rune unleashes a deafening peal of thunder that deals 10d8 sonic damage in a 20-foot burst (DC 30 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Shattering Rune","rarity":"common","release_date":"2022-03-30","resistance":{},"school":"evocation","search_markdown":"<traits>\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Sonic\" url=\"/Traits.aspx?ID=147\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 37</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an invisible sensor that detects creatures …\r\n</summary>","source":["Pathfinder #177: Burning Tundra"],"source_raw":["Pathfinder #177: Burning Tundra pg. 37"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 37</row>","speed":{},"stealth":"DC 33 (master)","summary":"A magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an invisible sensor that detects creatures …","summary_markdown":"A magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an invisible sensor that detects creatures …","text":" Shattering Rune Source Pathfinder #177: Burning Tundra pg. 37 Complexity Simple A magical rune is inscribed on the tarry earth at the entrance to the hut, buried beneath snow, with an invisible sensor that detects creatures within a 10-foot-radius sphere. --- Stealth DC 33 (master) Disable Thievery DC 30 (master) to erase the rune without triggering the sensor or dispel magic (5th level; counteract DC 28) to dispel the rune Shattering Shockwave Reaction (arcane, evocation, sonic) Trigger A Small or larger creature comes within 10 feet of the rune; Effect The rune unleashes a deafening peal of thunder that deals 10d8 sonic damage in a 20-foot burst (DC 30 basic Reflex save).","trait":["Evocation","Magical","Sonic","Trap"],"trait_markdown":"[Evocation](/Traits.aspx?ID=65), [Magical](/Traits.aspx?ID=103), [Sonic](/Traits.aspx?ID=147), [Trap](/Traits.aspx?ID=158)","trait_raw":["Evocation","Magical","Sonic","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=129","weakness":{}}},{"_index":"aon18","_id":"hazard-130","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 31 Intimidation (expert) to cow the archers into fleeing or DC 28 Religion (expert) to temporarily banish the spirits","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-130","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Spectral Archers](/Hazards.aspx?ID=130)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 49</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nGhostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\n+28 (expert)\r\n\r\n**Disable**\r\nDC 31 [Intimidation](/Skills.aspx?ID=7) (expert) to cow the archers into fleeing or DC 28 [Religion](/Skills.aspx?ID=13) (expert) to temporarily banish the spirits\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Rain of Bolts** <actions string=\"Reaction\" /> **Trigger** A creature attacks the graveknights in area G1 or enters the castle; **Effect** The haunt makes a spectral bolt Strike against the triggering creature, then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The hazard fires one bolt at every creature in a 30-foot-by-30-foot area in front of the gate as 1 action. Because the spectral archers fire bolts continuously, the haunt can also use the Continuous Barrage free action (below) to fire bolts at each creature during that creature's turn.<br /> **Ranged** spectral bolt +20, **Damage** 2d10+11 negative; no multiple attack penalty<br /> **Continuous Barrage** <actions string=\"Free Action\" /> **Trigger** A creature in front of the gate finishes an action; **Effect** The haunt makes a spectral bolt Strike against the triggering creature.\r\n\r\n---\r\n**Reset**\r\nThe haunt vanishes permanently if the graveknights are destroyed. Otherwise, it returns after 1 hour.","name":"Spectral Archers","rarity":"common","release_date":"2022-03-30","reset":"The haunt vanishes permanently if the graveknights are destroyed. Otherwise, it returns after 1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 49</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGhostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders.\r\n</summary>","source":["Pathfinder #177: Burning Tundra"],"source_raw":["Pathfinder #177: Burning Tundra pg. 49"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 49</row>","speed":{},"stealth":"+28 (expert)","summary":"Ghostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders.","summary_markdown":"Ghostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders.","text":" Spectral Archers Source Pathfinder #177: Burning Tundra pg. 49 Complexity Complex Ghostly soldiers wielding crossbows manifest within the towers that flank the gatehouse and rain bolts down upon intruders. --- Stealth +28 (expert) Disable DC 31 Intimidation (expert) to cow the archers into fleeing or DC 28 Religion (expert) to temporarily banish the spirits Rain of Bolts Reaction Trigger A creature attacks the graveknights in area G1 or enters the castle; Effect The haunt makes a spectral bolt Strike against the triggering creature, then rolls initiative. --- Routine (1 action) The hazard fires one bolt at every creature in a 30-foot-by-30-foot area in front of the gate as 1 action. Because the spectral archers fire bolts continuously, the haunt can also use the Continuous Barrage free action (below) to fire bolts at each creature during that creature's turn. Ranged spectral bolt +20, Damage 2d10+11 negative; no multiple attack penalty Continuous Barrage Free Action Trigger A creature in front of the gate finishes an action; Effect The haunt makes a spectral bolt Strike against the triggering creature. --- Reset The haunt vanishes permanently if the graveknights are destroyed. Otherwise, it returns after 1 hour.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=130","weakness":{}}},{"_index":"aon18","_id":"hazard-131","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"two DC 32 Athletics or Diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two DC 35 Arcana , Occultism , or Religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-131","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Hall of Fiery Doom](/Hazards.aspx?ID=131)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 50</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nWhile the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames.\r\n\r\n---\r\n\r\n**Stealth**\r\n+32 (master)\r\n\r\n**Disable**\r\ntwo DC 32 [Athletics](/Skills.aspx?ID=3) or [Diplomacy](/Skills.aspx?ID=6) checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two DC 35 [Arcana](/Skills.aspx?ID=2), [Occultism](/Skills.aspx?ID=11), or [Religion](/Skills.aspx?ID=13) checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Burst of Fire** <actions string=\"Reaction\" /> **Trigger** A creature enters the hall or ends its turn in the hall; **Effect** The hall bursts into flame, dealing 4d6 fire damage to each creature in the hall. The haunt then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The haunt spends 1 action to fill the hall with burning timbers falling from above, and 2 actions to pluck up random victims and drop them to their deaths.<br /> **Burning Timbers** <actions string=\"Single Action\" /> Creatures within the 30-foot by 90-foot area of the hall take 4d6+12 fire damage (DC 29 [basic](/Rules.aspx?ID=329) Reflex save).<br /> **Demonic Abduction** <actions string=\"Single Action\" />Spectral demons lift a single creature 50 feet into the air and drop it. The haunt makes a Strike against the creature with a +23 attack bonus. On a success, the creature is lifted into the air and dropped, taking 25 bludgeoning damage, though it might negate some or all this damage using a spell, such as [_feather fall_](/Spells.aspx?ID=111). On a critical hit, the creature also takes 2d12+13 slashing damage as the demons' claws tear through its flesh.\r\n\r\n---\r\n**Reset**\r\nThe hall falls quiet for 24 hours, after which it can trigger again.","name":"Hall of Fiery Doom","rarity":"common","release_date":"2022-03-30","reset":"The hall falls quiet for 24 hours, after which it can trigger again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 50</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhile the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames.\r\n</summary>","source":["Pathfinder #177: Burning Tundra"],"source_raw":["Pathfinder #177: Burning Tundra pg. 50"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #177: Burning Tundra](/Sources.aspx?ID=116) pg. 50</row>","speed":{},"stealth":"+32 (master)","summary":"While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames.","summary_markdown":"While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames.","text":" Hall of Fiery Doom Source Pathfinder #177: Burning Tundra pg. 50 Complexity Complex While the roof is on fire and collapsing timbers crush those within the hall, demons fly down from the sky to pluck victims from the flames. --- Stealth +32 (master) Disable two DC 32 Athletics or Diplomacy checks to douse the flames; Athletics to do the work yourself or Diplomacy to muster the ghostly soldiers. This reduces the hazard's actions by 1 and prevents it from using Burning Timbers. Banish the demons with up to two DC 35 Arcana, Occultism, or Religion checks; each success reduces the hazard's actions by 1, and two successes prevent it from using Demonic Abduction. When the hazard loses all 3 actions, Burning Timbers, and Demonic Abduction, it's disabled. Burst of Fire Reaction Trigger A creature enters the hall or ends its turn in the hall; Effect The hall bursts into flame, dealing 4d6 fire damage to each creature in the hall. The haunt then rolls initiative. --- Routine (3 actions) The haunt spends 1 action to fill the hall with burning timbers falling from above, and 2 actions to pluck up random victims and drop them to their deaths. Burning Timbers Single Action Creatures within the 30-foot by 90-foot area of the hall take 4d6+12 fire damage (DC 29 basic Reflex save). Demonic Abduction Single ActionSpectral demons lift a single creature 50 feet into the air and drop it. The haunt makes a Strike against the creature with a +23 attack bonus. On a success, the creature is lifted into the air and dropped, taking 25 bludgeoning damage, though it might negate some or all this damage using a spell, such as feather fall . On a critical hit, the creature also takes 2d12+13 slashing damage as the demons' claws tear through its flesh. --- Reset The hall falls quiet for 24 hours, after which it can trigger again.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=131","weakness":{}}},{"_index":"aon18","_id":"hazard-132","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 14 Athletics to push back against the door, DC 14 Crafting to wedge the door open, or DC 20 Thievery (trained) to jam the lock or open the lock afterward","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-132","level":-1,"markdown":"<title level=\"1\" right=\"Hazard -1\" pfs=\"\">[Locking Door](/Hazards.aspx?ID=132)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA door (or other portal) slams shut and locks.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 to notice the door sway slightly, even though there's no breeze\r\n\r\n**Disable**\r\nDC 14 [Athletics](/Skills.aspx?ID=3) to push back against the door, DC 14 [Crafting](/Skills.aspx?ID=4) to wedge the door open, or DC 20 [Thievery](/Skills.aspx?ID=17) (trained) to jam the lock or open the lock afterward\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shut In** <actions string=\"Reaction\" /> **Trigger** A creature ends their move after passing through the doorway; **Effect** With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door [pushes](/Rules.aspx?ID=451) anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on.","name":"Locking Door","rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA door (or other portal) slams shut and locks.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>","speed":{},"stealth":"DC 18 to notice the door sway slightly, even though there's no breeze","summary":"A door (or other portal) slams shut and locks.","summary_markdown":"A door (or other portal) slams shut and locks.","text":" Locking Door Source Book of the Dead pg. 64 Complexity Simple A door (or other portal) slams shut and locks. --- Stealth DC 18 to notice the door sway slightly, even though there's no breeze Disable DC 14 Athletics to push back against the door, DC 14 Crafting to wedge the door open, or DC 20 Thievery (trained) to jam the lock or open the lock afterward Shut In Reaction Trigger A creature ends their move after passing through the doorway; Effect With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door pushes anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=132","weakness":{}}},{"_index":"aon18","_id":"hazard-133","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 17 Religion (trained) to ritually ward off lesser spirits or DC 18 Occultism to exorcise the spirit","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-133","level":-1,"markdown":"<title level=\"1\" right=\"Hazard -1\" pfs=\"\">[Phantom Footsteps](/Hazards.aspx?ID=133)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAudible footsteps approach from behind, but their source is not apparent.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 15\r\n\r\n**Disable**\r\nDC 17 [Religion](/Skills.aspx?ID=13) (trained) to ritually ward off lesser spirits or DC 18 [Occultism](/Skills.aspx?ID=11) to exorcise the spirit\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Stalk** <actions string=\"Reaction\" /> ([auditory](/Traits.aspx?ID=16), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature passes by the footsteps' path; **Effect** Footsteps with no visible source closely shadow the triggering creature, then stop. The triggering creature must attempt a DC 16 Will save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [frightened 1](/Conditions.aspx?ID=19).<br />\r\n**Failure** The creature is frightened 2.<br />\r\n**Critical Failure** The creature is frightened 3.\n\n---\r\n**Reset**\r\n1 hour","name":"Phantom Footsteps","rarity":"common","release_date":"2022-04-27","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAudible footsteps approach from behind, but their source is not apparent.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>","speed":{},"stealth":"DC 15","summary":"Audible footsteps approach from behind, but their source is not apparent.","summary_markdown":"Audible footsteps approach from behind, but their source is not apparent.","text":" Phantom Footsteps Source Book of the Dead pg. 64 Complexity Simple Audible footsteps approach from behind, but their source is not apparent. --- Stealth DC 15 Disable DC 17 Religion (trained) to ritually ward off lesser spirits or DC 18 Occultism to exorcise the spirit Stalk Reaction (auditory, emotion, enchantment, fear, mental, occult) Trigger A creature passes by the footsteps' path; Effect Footsteps with no visible source closely shadow the triggering creature, then stop. The triggering creature must attempt a DC 16 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. --- Reset 1 hour","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=133","weakness":{}}},{"_index":"aon18","_id":"hazard-134","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Diplomacy or Occultism (trained) to settle the spirits or DC 19 Religion (trained) to bless the area","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-134","level":0,"markdown":"<title level=\"1\" right=\"Hazard 0\" pfs=\"\">[Blood-Soaked Soil](/Hazards.aspx?ID=134)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 16 (trained) to smell blood\r\n\r\n**Disable**\r\nDC 18 [Diplomacy](/Skills.aspx?ID=6) or [Occultism](/Skills.aspx?ID=11) (trained) to settle the spirits or DC 19 [Religion](/Skills.aspx?ID=13) (trained) to bless the area\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Seep Blood** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [earth](/Traits.aspx?ID=55), [necromancy](/Traits.aspx?ID=117)) **Trigger** A creature enters the area; **Effect** Blood seeps up from the earth, turning the area into sucking, gory mud. The area becomes difficult terrain for 1 hour. All creatures in or moving through the area must succeed at a DC 16 Reflex save, or they become [immobilized](/Conditions.aspx?ID=24) until they can [Escape](/Actions.aspx?ID=79) (DC 16).\n\n---\r\n**Reset**\r\n1 day","name":"Blood-Soaked Soil","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>","speed":{},"stealth":"DC 16 (trained) to smell blood","summary":"The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass.","summary_markdown":"The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass.","text":" Blood-Soaked Soil Source Book of the Dead pg. 64 Complexity Simple The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass. --- Stealth DC 16 (trained) to smell blood Disable DC 18 Diplomacy or Occultism (trained) to settle the spirits or DC 19 Religion (trained) to bless the area Seep Blood Reaction (divine, earth, necromancy) Trigger A creature enters the area; Effect Blood seeps up from the earth, turning the area into sucking, gory mud. The area becomes difficult terrain for 1 hour. All creatures in or moving through the area must succeed at a DC 16 Reflex save, or they become immobilized until they can Escape (DC 16). --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=134","weakness":{}}},{"_index":"aon18","_id":"hazard-135","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 15 Religion (trained) to ward yourself from evil or DC 16 Performance to drown out the spirits' voices","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-135","level":0,"markdown":"<title level=\"1\" right=\"Hazard 0\" pfs=\"\">[Disembodied Voices](/Hazards.aspx?ID=135)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAngry spirits breathe down the necks of intruders and whisper haunting threats or messages in their ears.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 16 (trained) to feel breath upon your neck\r\n\r\n**Disable**\r\nDC 15 [Religion](/Skills.aspx?ID=13) (trained) to ward yourself from evil or DC 16 [Performance](/Skills.aspx?ID=12) to drown out the spirits' voices\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Whisper** <actions string=\"Reaction\" /> ([auditory](/Traits.aspx?ID=16), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature enters the haunt's area; **Effect** The haunt deals 1d6+4 mental damage to creatures in the area (DC 19 [basic](/Rules.aspx?ID=329) Will save). On a failure, the creature is also [frightened 1](/Conditions.aspx?ID=19).\n\n---\r\n**Reset**\r\n1 day","name":"Disembodied Voices","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAngry spirits breathe down the necks of intruders and whisper haunting threats or messages in their ears.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>","speed":{},"stealth":"DC 16 (trained) to feel breath upon your neck","summary":"Angry spirits breathe down the necks of intruders and whisper haunting threats or messages in their ears.","summary_markdown":"Angry spirits breathe down the necks of intruders and whisper haunting threats or messages in their ears.","text":" Disembodied Voices Source Book of the Dead pg. 64 Complexity Simple Angry spirits breathe down the necks of intruders and whisper haunting threats or messages in their ears. --- Stealth DC 16 (trained) to feel breath upon your neck Disable DC 15 Religion (trained) to ward yourself from evil or DC 16 Performance to drown out the spirits' voices Whisper Reaction (auditory, emotion, enchantment, fear, mental, occult) Trigger A creature enters the haunt's area; Effect The haunt deals 1d6+4 mental damage to creatures in the area (DC 19 basic Will save). On a failure, the creature is also frightened 1. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=135","weakness":{}}},{"_index":"aon18","_id":"hazard-136","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 19 Religion (trained) to banish the cold spot with ritual prayers or DC 20 Occultism (trained) to foil the arrival of outside forces","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-136","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Cold Spot](/Hazards.aspx?ID=136)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe temperature suddenly drops as spectral forces gather in the area.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 17 (trained)\r\n\r\n**Disable**\r\nDC 19 [Religion](/Skills.aspx?ID=13) (trained) to banish the cold spot with ritual prayers or DC 20 [Occultism](/Skills.aspx?ID=11) (trained) to foil the arrival of outside forces\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Sudden Chill** <actions string=\"Reaction\" /> ([cold](/Traits.aspx?ID=27), [evocation](/Traits.aspx?ID=65), [occult](/Traits.aspx?ID=120)) **Trigger** A living creature enters the area; **Effect** The temperature drops as invisible spirits gather around the living. Living creatures within 15 feet take 2d4+5 cold damage (DC 17 [basic](/Rules.aspx?ID=329) Fortitude save). Creatures that critically fail their save are additionally [clumsy 1](/Conditions.aspx?ID=3).\n\n---\r\n**Reset**\r\n1 hour","name":"Cold Spot","rarity":"common","release_date":"2022-04-27","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe temperature suddenly drops as spectral forces gather in the area.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 64</row>","speed":{},"stealth":"DC 17 (trained)","summary":"The temperature suddenly drops as spectral forces gather in the area.","summary_markdown":"The temperature suddenly drops as spectral forces gather in the area.","text":" Cold Spot Source Book of the Dead pg. 64 Complexity Simple The temperature suddenly drops as spectral forces gather in the area. --- Stealth DC 17 (trained) Disable DC 19 Religion (trained) to banish the cold spot with ritual prayers or DC 20 Occultism (trained) to foil the arrival of outside forces Sudden Chill Reaction (cold, evocation, occult) Trigger A living creature enters the area; Effect The temperature drops as invisible spirits gather around the living. Living creatures within 15 feet take 2d4+5 cold damage (DC 17 basic Fortitude save). Creatures that critically fail their save are additionally clumsy 1. --- Reset 1 hour","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=136","weakness":{}}},{"_index":"aon18","_id":"hazard-137","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 19 Occultism or Religion (trained) to suppress the spiritual energy or DC 20 Diplomacy (trained) to soothe the latent anger","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-137","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Shattered Window](/Hazards.aspx?ID=137)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe anger trapped within a structure shatters a window, showering glass in adjacent spaces.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 17 (trained) to notice cracks spider-webbing across the window\r\n\r\n**Disable**\r\nDC 19 [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13) (trained) to suppress the spiritual energy or DC 20 [Diplomacy](/Skills.aspx?ID=6) (trained) to soothe the latent anger\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shatter** <actions string=\"Reaction\" /> **Trigger** A creature moves adjacent to the window; **Effect** The window shatters, dealing 2d6+5 slashing damage to creatures within 5 feet (DC 17 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Shattered Window","rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe anger trapped within a structure shatters a window, showering glass in adjacent spaces.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>","speed":{},"stealth":"DC 17 (trained) to notice cracks spider-webbing across the window","summary":"The anger trapped within a structure shatters a window, showering glass in adjacent spaces.","summary_markdown":"The anger trapped within a structure shatters a window, showering glass in adjacent spaces.","text":" Shattered Window Source Book of the Dead pg. 65 Complexity Simple The anger trapped within a structure shatters a window, showering glass in adjacent spaces. --- Stealth DC 17 (trained) to notice cracks spider-webbing across the window Disable DC 19 Occultism or Religion (trained) to suppress the spiritual energy or DC 20 Diplomacy (trained) to soothe the latent anger Shatter Reaction Trigger A creature moves adjacent to the window; Effect The window shatters, dealing 2d6+5 slashing damage to creatures within 5 feet (DC 17 basic Reflex save).","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=137","weakness":{}}},{"_index":"aon18","_id":"hazard-138","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Thievery (trained) to handle the toy without disturbing it or DC 21 Occultism (trained) to suppress the memories suffusing the toy","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-138","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Bloodthirsty Toy](/Hazards.aspx?ID=138)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA scruffy stuffed bear animates, biting whoever disturbs it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 17 (trained) to hear a child imitate an animal's roar\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) (trained) to handle the toy without disturbing it or DC 21 [Occultism](/Skills.aspx?ID=11) (trained) to suppress the memories suffusing the toy\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Chomp** <actions string=\"Reaction\" /> **Trigger** A creature touches the toy; **Effect** The toy animates for a split second, biting the triggering creature with a ferocious jaws Strike.<br /> **Melee** <actions string=\"Single Action\" /> jaws +14, **Damage** 2d8+8 piercing damage\n\n---\r\n**Reset**\r\n1 hour","name":"Bloodthirsty Toy","rarity":"common","release_date":"2022-04-27","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA scruffy stuffed bear animates, biting whoever disturbs it.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>","speed":{},"stealth":"DC 17 (trained) to hear a child imitate an animal's roar","summary":"A scruffy stuffed bear animates, biting whoever disturbs it.","summary_markdown":"A scruffy stuffed bear animates, biting whoever disturbs it.","text":" Bloodthirsty Toy Source Book of the Dead pg. 65 Complexity Simple A scruffy stuffed bear animates, biting whoever disturbs it. --- Stealth DC 17 (trained) to hear a child imitate an animal's roar Disable DC 20 Thievery (trained) to handle the toy without disturbing it or DC 21 Occultism (trained) to suppress the memories suffusing the toy Chomp Reaction Trigger A creature touches the toy; Effect The toy animates for a split second, biting the triggering creature with a ferocious jaws Strike. Melee Single Action jaws +14, Damage 2d8+8 piercing damage --- Reset 1 hour","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=138","weakness":{}}},{"_index":"aon18","_id":"hazard-139","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 16 Athletics to hold the furniture upright or DC 18 Occultism (trained) to foil the spirit's efforts to influence matter","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-139","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Toppling Furniture](/Hazards.aspx?ID=139)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA mischievous spirit pushes a bookshelf over onto a creature.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (trained) to hear the spirit's grunt of exertion as it works to topple the furniture\r\n\r\n**Disable**\r\nDC 16 [Athletics](/Skills.aspx?ID=3) to hold the furniture upright or DC 18 [Occultism](/Skills.aspx?ID=11) (trained) to foil the spirit's efforts to influence matter\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Topple Furniture** <actions string=\"Reaction\" /> **Trigger** A creature moves adjacent to the furniture; **Effect** The spirit shoves the furniture over in an attempt to crush the triggering creature. The triggering creature takes 2d10+7 bludgeoning damage (DC 22 [basic](/Rules.aspx?ID=329) Reflex save). On a failure, the creature is additionally knocked [prone](/Conditions.aspx?ID=31).\n\n---\r\n**Reset**\r\nIf the haunt successfully damages a creature with Topple Furniture, the spirit laughs for 1d4 rounds as the haunt resets; each subsequent time the haunt activates, it must topple a different piece of upright furniture. If the haunt fails to damage a creature, the spirit wails in frustration and resets after pouting for 1d4 hours.","name":"Toppling Furniture","rarity":"common","release_date":"2022-04-27","reset":"If the haunt successfully damages a creature with Topple Furniture, the spirit laughs for 1d4 rounds as the haunt resets; each subsequent time the haunt activates, it must topple a different piece of upright furniture. If the haunt fails to damage a creature, the spirit wails in frustration and resets after pouting for 1d4 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA mischievous spirit pushes a bookshelf over onto a creature.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>","speed":{},"stealth":"DC 18 (trained) to hear the spirit's grunt of exertion as it works to topple the furniture","summary":"A mischievous spirit pushes a bookshelf over onto a creature.","summary_markdown":"A mischievous spirit pushes a bookshelf over onto a creature.","text":" Toppling Furniture Source Book of the Dead pg. 65 Complexity Simple A mischievous spirit pushes a bookshelf over onto a creature. --- Stealth DC 18 (trained) to hear the spirit's grunt of exertion as it works to topple the furniture Disable DC 16 Athletics to hold the furniture upright or DC 18 Occultism (trained) to foil the spirit's efforts to influence matter Topple Furniture Reaction Trigger A creature moves adjacent to the furniture; Effect The spirit shoves the furniture over in an attempt to crush the triggering creature. The triggering creature takes 2d10+7 bludgeoning damage (DC 22 basic Reflex save). On a failure, the creature is additionally knocked prone. --- Reset If the haunt successfully damages a creature with Topple Furniture, the spirit laughs for 1d4 rounds as the haunt resets; each subsequent time the haunt activates, it must topple a different piece of upright furniture. If the haunt fails to damage a creature, the spirit wails in frustration and resets after pouting for 1d4 hours.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=139","weakness":{}}},{"_index":"aon18","_id":"hazard-140","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Athletics to seize the manacles from the spirit, DC 19 Intimidation (trained) to order the spirit to stand down, or DC 20 Occultism to exorcise the spirit","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-140","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Phantom Jailer](/Hazards.aspx?ID=140)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA spirit appears and arrests the creature by clamping manacles around their wrists. Disable DC 18 [Athletics](/Skills.aspx?ID=3) to seize the manacles from the spirit, DC 19 [Intimidation](/Skills.aspx?ID=7) (trained) to order the spirit to stand down, or DC 20 [Occultism](/Skills.aspx?ID=11) to exorcise the spirit\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained) to notice the [manacles](/Equipment.aspx?ID=32) twitch\r\n\r\n**Disable**\r\nDC 18 [Athletics](/Skills.aspx?ID=3) to seize the manacles from the spirit, DC 19 [Intimidation](/Skills.aspx?ID=7) (trained) to order the spirit to stand down, or DC 20 [Occultism](/Skills.aspx?ID=11) to exorcise the spirit\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Capture** <actions string=\"Reaction\" /> **Trigger** A creature touches the manacles; **Effect** The spirit attempts to lock the manacles around the triggering creature's wrists. The triggering creature must attempt a DC 23 Reflex save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The spirit loosely places manacles around the creature's wrists. Removing the manacles requires a single action.<br />\r\n**Failure** The spirit clamps the manacles around the creature's wrists but fails to lock them. The creature is [flat-footed](/Conditions.aspx?ID=16) and [clumsy 1](/Conditions.aspx?ID=3) until the manacles are removed as a 3-action activity.<br />\r\n**Critical Failure** The spirit clamps the manacles around the creature's wrists and locks them. The creature is flat-footed and clumsy 1 until the manacles are removed ([Escape](/Actions.aspx?ID=79) DC 23, simple lock).\n\n---\r\n**Reset**\r\n1 day","name":"Phantom Jailer","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spirit appears and arrests the creature by clamping manacles around their wrists. Disable DC 18 Athletics to seize the manacles from the spirit, …\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>","speed":{},"stealth":"DC 20 (trained) to notice the manacles twitch","summary":"A spirit appears and arrests the creature by clamping manacles around their wrists. Disable DC 18 Athletics to seize the manacles from the spirit, …","summary_markdown":"A spirit appears and arrests the creature by clamping manacles around their wrists. Disable DC 18 Athletics to seize the manacles from the spirit, …","text":" Phantom Jailer Source Book of the Dead pg. 65 Complexity Simple A spirit appears and arrests the creature by clamping manacles around their wrists. Disable DC 18 Athletics to seize the manacles from the spirit, DC 19 Intimidation (trained) to order the spirit to stand down, or DC 20 Occultism to exorcise the spirit --- Stealth DC 20 (trained) to notice the manacles twitch Disable DC 18 Athletics to seize the manacles from the spirit, DC 19 Intimidation (trained) to order the spirit to stand down, or DC 20 Occultism to exorcise the spirit Capture Reaction Trigger A creature touches the manacles; Effect The spirit attempts to lock the manacles around the triggering creature's wrists. The triggering creature must attempt a DC 23 Reflex save. Critical Success The creature is unaffected. Success The spirit loosely places manacles around the creature's wrists. Removing the manacles requires a single action. Failure The spirit clamps the manacles around the creature's wrists but fails to lock them. The creature is flat-footed and clumsy 1 until the manacles are removed as a 3-action activity. Critical Failure The spirit clamps the manacles around the creature's wrists and locks them. The creature is flat-footed and clumsy 1 until the manacles are removed (Escape DC 23, simple lock). --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=140","weakness":{}}},{"_index":"aon18","_id":"hazard-141","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 19 Occultism (trained) to disperse the force or DC 20 Religion (trained) to ward yourself from harm","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-141","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Violent Shove](/Hazards.aspx?ID=141)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn invisible force bats creatures aside, hurling them into a nearby wall.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained) to feel an ominous presence in the room\r\n\r\n**Disable**\r\nDC 19 [Occultism](/Skills.aspx?ID=11) (trained) to disperse the force or DC 20 [Religion](/Skills.aspx?ID=13) (trained) to ward yourself from harm\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shove** <actions string=\"Reaction\" /> **Trigger** A creature moves adjacent to the haunted wall; **Effect** A powerful force sweeps across the room, shoving all creatures in the room toward the wall. Each creature in the area must attempt a DC 20 Fortitude save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [pushed](/Rules.aspx?ID=451) 5 feet toward the wall. If the creature would collide with the wall, they take 1d10+5 bludgeoning damage.<br />\r\n**Failure** The creature is pushed 10 feet toward the wall. If the creature would collide with the wall, they take 2d10+10 bludgeoning damage.<br />\r\n**Critical Failure** The creature is pushed 15 feet toward the wall. If the creature would collide with the wall, they take 3d10+15 bludgeoning damage and are knocked [prone](/Conditions.aspx?ID=31).\n\n---\r\n**Reset**\r\n1 day","name":"Violent Shove","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible force bats creatures aside, hurling them into a nearby wall.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>","speed":{},"stealth":"DC 23 (trained) to feel an ominous presence in the room","summary":"An invisible force bats creatures aside, hurling them into a nearby wall.","summary_markdown":"An invisible force bats creatures aside, hurling them into a nearby wall.","text":" Violent Shove Source Book of the Dead pg. 65 Complexity Simple An invisible force bats creatures aside, hurling them into a nearby wall. --- Stealth DC 23 (trained) to feel an ominous presence in the room Disable DC 19 Occultism (trained) to disperse the force or DC 20 Religion (trained) to ward yourself from harm Shove Reaction Trigger A creature moves adjacent to the haunted wall; Effect A powerful force sweeps across the room, shoving all creatures in the room toward the wall. Each creature in the area must attempt a DC 20 Fortitude save. Critical Success The creature is unaffected. Success The creature is pushed 5 feet toward the wall. If the creature would collide with the wall, they take 1d10+5 bludgeoning damage. Failure The creature is pushed 10 feet toward the wall. If the creature would collide with the wall, they take 2d10+10 bludgeoning damage. Critical Failure The creature is pushed 15 feet toward the wall. If the creature would collide with the wall, they take 3d10+15 bludgeoning damage and are knocked prone. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=141","weakness":{}}},{"_index":"aon18","_id":"hazard-142","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 24 Religion (trained) to ward off the haunt or DC 25 Thievery (trained) to dispose of the letter with extreme care before the haunt can form","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-142","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Final Words](/Hazards.aspx?ID=142)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAs a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the letter's text into the creature's flesh.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (trained) to hear the scratch of a quill upon paper\r\n\r\n**Disable**\r\nDC 24 [Religion](/Skills.aspx?ID=13) (trained) to ward off the haunt or DC 25 [Thievery](/Skills.aspx?ID=17) (trained) to dispose of the letter with extreme care before the haunt can form\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Carve in Flesh** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [visual](/Traits.aspx?ID=163)) **Trigger** A creature reads the letter; **Effect** The haunt deals 2d8+11 slashing damage to the triggering creature as the words are carved into its flesh (DC 21 [basic](/Rules.aspx?ID=329) Will save). On a failure, the creature takes 2d8 [persistent bleed damage](/Conditions.aspx?ID=29).\n\n---\r\n**Reset**\r\n1 minute","name":"Final Words","rarity":"common","release_date":"2022-04-27","reset":"1 minute","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the …\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 65</row>","speed":{},"stealth":"DC 22 (trained) to hear the scratch of a quill upon paper","summary":"As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the …","summary_markdown":"As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the …","text":" Final Words Source Book of the Dead pg. 65 Complexity Simple As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the letter's text into the creature's flesh. --- Stealth DC 22 (trained) to hear the scratch of a quill upon paper Disable DC 24 Religion (trained) to ward off the haunt or DC 25 Thievery (trained) to dispose of the letter with extreme care before the haunt can form Carve in Flesh Reaction (divine, necromancy, visual) Trigger A creature reads the letter; Effect The haunt deals 2d8+11 slashing damage to the triggering creature as the words are carved into its flesh (DC 21 basic Will save). On a failure, the creature takes 2d8 persistent bleed damage. --- Reset 1 minute","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=142","weakness":{}}},{"_index":"aon18","_id":"hazard-143","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 24 Occultism (trained) to send the ectoplasm back to the Ethereal Plane or DC 26 Acrobatics to move through and disrupt the coalescing ectoplasm before it takes hold","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-143","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Ectoplasmic Grasp](/Hazards.aspx?ID=143)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA massive ectoplasmic hand forms around a creature and squeezes it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained) to notice ectoplasm coalescing\r\n\r\n**Disable**\r\nDC 24 [Occultism](/Skills.aspx?ID=11) (trained) to send the ectoplasm back to the [Ethereal Plane](/Planes.aspx?ID=9) or DC 26 [Acrobatics](/Skills.aspx?ID=1) to move through and disrupt the coalescing ectoplasm before it takes hold\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Squeeze** <actions string=\"Reaction\" /> **Trigger** A creature moves over the haunt's area; **Effect** The hand forms out of ectoplasm and squeezes the triggering creature, dealing 3d8+14 bludgeoning damage (DC 22 [basic](/Rules.aspx?ID=329) Fortitude save). On a failure, the creature is [immobilized](/Conditions.aspx?ID=24) ([Escape](/Actions.aspx?ID=79) DC 22).\n\n---\r\n**Reset**\r\n1 day","name":"Ectoplasmic Grasp","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA massive ectoplasmic hand forms around a creature and squeezes it.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 66"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>","speed":{},"stealth":"DC 23 (trained) to notice ectoplasm coalescing","summary":"A massive ectoplasmic hand forms around a creature and squeezes it.","summary_markdown":"A massive ectoplasmic hand forms around a creature and squeezes it.","text":" Ectoplasmic Grasp Source Book of the Dead pg. 66 Complexity Simple A massive ectoplasmic hand forms around a creature and squeezes it. --- Stealth DC 23 (trained) to notice ectoplasm coalescing Disable DC 24 Occultism (trained) to send the ectoplasm back to the Ethereal Plane or DC 26 Acrobatics to move through and disrupt the coalescing ectoplasm before it takes hold Squeeze Reaction Trigger A creature moves over the haunt's area; Effect The hand forms out of ectoplasm and squeezes the triggering creature, dealing 3d8+14 bludgeoning damage (DC 22 basic Fortitude save). On a failure, the creature is immobilized (Escape DC 22). --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=143","weakness":{}}},{"_index":"aon18","_id":"hazard-144","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 26 Religion (expert) to disrupt the haunt through prayer or DC 27 Deception (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt.","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-144","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Weight of Guilt](/Hazards.aspx?ID=144)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nInfluenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert) to sense an oppressive aura of sorrow\r\n\r\n**Disable**\r\nDC 26 [Religion](/Skills.aspx?ID=13) (expert) to disrupt the haunt through prayer or DC 27 [Deception](/Skills.aspx?ID=5) (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Mental Bind** <actions string=\"Reaction\" /> ([enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature enters the area; **Effect** Each creature within 30 feet becomes wrapped in heavy spectral chains forged from its own sins and regrets. Each must attempt a DC 25 Will save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes a 10-foot status penalty to its Speeds for 1 round.<br />\r\n**Failure** The creature is [restrained](/Conditions.aspx?ID=33) until it [Escape](/Actions.aspx?ID=79) (DC 25).<br />\r\n**Critical Failure** As failure, and the creature is overwhelmed with guilt, becoming [stupefied 2](/Conditions.aspx?ID=37) for 1 day.\n\n---\r\n**Reset**\r\n1 day","name":"Weight of Guilt","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nInfluenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 66"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>","speed":{},"stealth":"DC 30 (expert) to sense an oppressive aura of sorrow","summary":"Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins.","summary_markdown":"Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins.","text":" Weight of Guilt Source Book of the Dead pg. 66 Complexity Simple Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins. --- Stealth DC 30 (expert) to sense an oppressive aura of sorrow Disable DC 26 Religion (expert) to disrupt the haunt through prayer or DC 27 Deception (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt. Mental Bind Reaction (enchantment, mental, occult) Trigger A creature enters the area; Effect Each creature within 30 feet becomes wrapped in heavy spectral chains forged from its own sins and regrets. Each must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature takes a 10-foot status penalty to its Speeds for 1 round. Failure The creature is restrained until it Escape (DC 25). Critical Failure As failure, and the creature is overwhelmed with guilt, becoming stupefied 2 for 1 day. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=144","weakness":{}}},{"_index":"aon18","_id":"hazard-145","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 26 Performance (trained) to bring the spirit's music to a close or DC 28 Occultism (expert) to banish the spirit","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-145","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Frenetic Musician](/Hazards.aspx?ID=145)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA spirit musician rises out of an instrument and plays a frantic, bone-shaking melody.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (expert) to hear phantom notes\r\n\r\n**Disable**\r\nDC 26 [Performance](/Skills.aspx?ID=12) (trained) to bring the spirit's music to a close or DC 28 [Occultism](/Skills.aspx?ID=11) (expert) to banish the spirit\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Musical Assault** <actions string=\"Reaction\" /> ([auditory](/Traits.aspx?ID=16), [evocation](/Traits.aspx?ID=65), [occult](/Traits.aspx?ID=120), [sonic](/Traits.aspx?ID=147)) **Trigger** A creature touches the instrument; **Effect** The musician's bone-shaking musical performance deals 4d10+22 sonic damage to creatures within 30 feet (DC 30 [basic](/Rules.aspx?ID=329) Will save).\n\n---\r\n**Reset**\r\n1 hour","name":"Frenetic Musician","rarity":"common","release_date":"2022-04-27","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spirit musician rises out of an instrument and plays a frantic, bone-shaking melody.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 66"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>","speed":{},"stealth":"DC 28 (expert) to hear phantom notes","summary":"A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody.","summary_markdown":"A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody.","text":" Frenetic Musician Source Book of the Dead pg. 66 Complexity Simple A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody. --- Stealth DC 28 (expert) to hear phantom notes Disable DC 26 Performance (trained) to bring the spirit's music to a close or DC 28 Occultism (expert) to banish the spirit Musical Assault Reaction (auditory, evocation, occult, sonic) Trigger A creature touches the instrument; Effect The musician's bone-shaking musical performance deals 4d10+22 sonic damage to creatures within 30 feet (DC 30 basic Will save). --- Reset 1 hour","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=145","weakness":{}}},{"_index":"aon18","_id":"hazard-146","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 30 Diplomacy (master) to talk the spirit out of gouging its eyes or DC 32 Religion (trained) to ease the spirit's sorrows","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-146","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Blood Tears](/Hazards.aspx?ID=146)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 32 (master) to notice your vision tint red\r\n\r\n**Disable**\r\nDC 30 [Diplomacy](/Skills.aspx?ID=6) (master) to talk the spirit out of gouging its eyes or DC 32 [Religion](/Skills.aspx?ID=13) (trained) to ease the spirit's sorrows\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Weep Blood** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** A creature approaches within 15 feet; **Effect** Blood seeps from the eyes of all creatures within 30 feet, dealing [persistent bleed damage](/Conditions.aspx?ID=29). Each creature in the area must attempt a DC 33 Fortitude save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes 2d8+3 persistent bleed damage and is [dazzled](/Conditions.aspx?ID=7) for 1 round.<br />\r\n**Failure** The creature takes 4d8+6 persistent bleed damage and is dazzled for as long as the persistent damage lasts.<br />\r\n**Critical Failure** The creature takes 8d8+12 persistent bleed damage and is [blinded](/Conditions.aspx?ID=1) for as long as the persistent damage lasts.\n\n---\r\n**Reset**\r\n1 day","name":"Blood Tears","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 66"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 66</row>","speed":{},"stealth":"DC 32 (master) to notice your vision tint red","summary":"A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision.","summary_markdown":"A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision.","text":" Blood Tears Source Book of the Dead pg. 66 Complexity Simple A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision. --- Stealth DC 32 (master) to notice your vision tint red Disable DC 30 Diplomacy (master) to talk the spirit out of gouging its eyes or DC 32 Religion (trained) to ease the spirit's sorrows Weep Blood Reaction (divine, necromancy) Trigger A creature approaches within 15 feet; Effect Blood seeps from the eyes of all creatures within 30 feet, dealing persistent bleed damage. Each creature in the area must attempt a DC 33 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 2d8+3 persistent bleed damage and is dazzled for 1 round. Failure The creature takes 4d8+6 persistent bleed damage and is dazzled for as long as the persistent damage lasts. Critical Failure The creature takes 8d8+12 persistent bleed damage and is blinded for as long as the persistent damage lasts. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=146","weakness":{}}},{"_index":"aon18","_id":"hazard-147","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 36 Deception (master) to convince the spirit it's no longer hungry or DC 38 Occultism (trained) to ritually feed the spirit","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-147","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Desperate Hunger](/Hazards.aspx?ID=147)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 35 (master) to feel an odd sense of hunger\r\n\r\n**Disable**\r\nDC 36 [Deception](/Skills.aspx?ID=5) (master) to convince the spirit it's no longer hungry or DC 38 [Occultism](/Skills.aspx?ID=11) (trained) to ritually feed the spirit\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Desperate Meal** <actions string=\"Reaction\" /> **Trigger** A creature approaches within 10 feet; **Effect** Creatures within 30 feet are filled with painful hunger and must succeed at a DC 32 Fortitude save or feel their stomachs fill with rocks, dirt, and worse, dealing 6d10+20 piercing damage.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage and is [sickened 1](/Conditions.aspx?ID=34).<br />\r\n**Failure** The creature takes full damage and is sickened 2.<br />\r\n**Critical Failure** The creature takes double damage, is sickened 4, and takes a 10-foot status penalty to its Speeds for as long as it's sickened.\n\n---\r\n**Reset**\r\n1 day","name":"Desperate Hunger","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>","speed":{},"stealth":"DC 35 (master) to feel an odd sense of hunger","summary":"A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger.","summary_markdown":"A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger.","text":" Desperate Hunger Source Book of the Dead pg. 67 Complexity Simple A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger. --- Stealth DC 35 (master) to feel an odd sense of hunger Disable DC 36 Deception (master) to convince the spirit it's no longer hungry or DC 38 Occultism (trained) to ritually feed the spirit Desperate Meal Reaction Trigger A creature approaches within 10 feet; Effect Creatures within 30 feet are filled with painful hunger and must succeed at a DC 32 Fortitude save or feel their stomachs fill with rocks, dirt, and worse, dealing 6d10+20 piercing damage. Critical Success The creature is unaffected. Success The creature takes half damage and is sickened 1. Failure The creature takes full damage and is sickened 2. Critical Failure The creature takes double damage, is sickened 4, and takes a 10-foot status penalty to its Speeds for as long as it's sickened. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=147","weakness":{}}},{"_index":"aon18","_id":"hazard-148","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 40 Intimidation (master) to drive the spirits off with a ferocious display or DC 42 Occultism (expert) to exorcise the spirits","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-148","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Cannibalistic Echoes](/Hazards.aspx?ID=148)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA pack of cannibalistic spirits swarm through the area, devouring living creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 42 (master) to sense something unusual lurking in the area's echoes\r\n\r\n**Disable**\r\nDC 40 [Intimidation](/Skills.aspx?ID=7) (master) to drive the spirits off with a ferocious display or DC 42 [Occultism](/Skills.aspx?ID=11) (expert) to exorcise the spirits\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Feast** <actions string=\"Reaction\" /> **Trigger** A living creature approaches within 10 feet; **Effect** The spirits bite and chew, dealing 6d12+35 piercing damage to each creature within 30 feet. Affected creatures must each attempt a DC 41 Reflex save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage.<br />\r\n**Failure** The creature takes full damage, 2d8 [persistent bleed damage](/Conditions.aspx?ID=29), and is [drained 1](/Conditions.aspx?ID=10).<br />\r\n**Critical Failure** The creature takes double damage, 4d8 persistent bleed damage, and is drained 2.\n\n---\r\n**Reset**\r\n1 day","name":"Cannibalistic Echoes","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA pack of cannibalistic spirits swarm through the area, devouring living creatures.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>","speed":{},"stealth":"DC 42 (master) to sense something unusual lurking in the area's echoes","summary":"A pack of cannibalistic spirits swarm through the area, devouring living creatures.","summary_markdown":"A pack of cannibalistic spirits swarm through the area, devouring living creatures.","text":" Cannibalistic Echoes Source Book of the Dead pg. 67 Complexity Simple A pack of cannibalistic spirits swarm through the area, devouring living creatures. --- Stealth DC 42 (master) to sense something unusual lurking in the area's echoes Disable DC 40 Intimidation (master) to drive the spirits off with a ferocious display or DC 42 Occultism (expert) to exorcise the spirits Feast Reaction Trigger A living creature approaches within 10 feet; Effect The spirits bite and chew, dealing 6d12+35 piercing damage to each creature within 30 feet. Affected creatures must each attempt a DC 41 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage, 2d8 persistent bleed damage, and is drained 1. Critical Failure The creature takes double damage, 4d8 persistent bleed damage, and is drained 2. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=148","weakness":{}}},{"_index":"aon18","_id":"hazard-149","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 48 Occultism (expert) or Religion (master) to divert the spirits","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-149","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Flood of Spirits](/Hazards.aspx?ID=149)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA wave of spirits fly through the area, passing right through the living.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 45 (trained) to hear the flood of spirits coalescing\r\n\r\n**Disable**\r\nDC 48 [Occultism](/Skills.aspx?ID=11) (expert) or [Religion](/Skills.aspx?ID=13) (master) to divert the spirits\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Surge Through** <actions string=\"Reaction\" /> ([cold](/Traits.aspx?ID=27), [negative](/Traits.aspx?ID=118)) **Trigger** A creature passes through the area; **Effect** The haunt deals 3d12+20 negative damage and 3d12+20 cold damage to creatures in the area (DC 40 [basic](/Rules.aspx?ID=329) Reflex save). On a failure, a creature is [stupefied 2](/Conditions.aspx?ID=37) for 1 minute, and on a critical failure, it's also [confused](/Conditions.aspx?ID=5) for 1 minute.\n\n---\r\n**Reset**\r\n1 day","name":"Flood of Spirits","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA wave of spirits fly through the area, passing right through the living.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>","speed":{},"stealth":"DC 45 (trained) to hear the flood of spirits coalescing","summary":"A wave of spirits fly through the area, passing right through the living.","summary_markdown":"A wave of spirits fly through the area, passing right through the living.","text":" Flood of Spirits Source Book of the Dead pg. 67 Complexity Simple A wave of spirits fly through the area, passing right through the living. --- Stealth DC 45 (trained) to hear the flood of spirits coalescing Disable DC 48 Occultism (expert) or Religion (master) to divert the spirits Surge Through Reaction (cold, negative) Trigger A creature passes through the area; Effect The haunt deals 3d12+20 negative damage and 3d12+20 cold damage to creatures in the area (DC 40 basic Reflex save). On a failure, a creature is stupefied 2 for 1 minute, and on a critical failure, it's also confused for 1 minute. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=149","weakness":{}}},{"_index":"aon18","_id":"hazard-150","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 45 Religion (legendary) to bless the tombstone or DC 50 Occultism (trained) to ward off spirits","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-150","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Glimpse Grave](/Hazards.aspx?ID=150)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA tombstone bears the name of those who look upon it, causing their hearts to seize.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 48 (expert) to notice the words on the tombstone waver\r\n\r\n**Disable**\r\nDC 45 [Religion](/Skills.aspx?ID=13) (legendary) to bless the tombstone or DC 50 [Occultism](/Skills.aspx?ID=11) (trained) to ward off spirits\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Stop Heart** <actions string=\"Reaction\" /> ([death](/Traits.aspx?ID=40), [illusion](/Traits.aspx?ID=92), [incapacitation](/Traits.aspx?ID=93), [linguistic](/Traits.aspx?ID=101), [ &lt;%TRAITS%120%%&gt; occult](/Traits.aspx?ID=120) &lt;%END>, visual) **Trigger** A creature reads or touches the tombstone; **Effect** The haunt deals 8d10+44 negative damage (DC 47 [basic](/Rules.aspx?ID=329) Will save) to all creatures within 60 feet who can see the tombstone and can read any language. On a critical failure, a creature dies.\n\n---\r\n**Reset**\r\n1 day","name":"Glimpse Grave","rarity":"common","release_date":"2022-04-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA tombstone bears the name of those who look upon it, causing their hearts to seize.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>","speed":{},"stealth":"DC 48 (expert) to notice the words on the tombstone waver","summary":"A tombstone bears the name of those who look upon it, causing their hearts to seize.","summary_markdown":"A tombstone bears the name of those who look upon it, causing their hearts to seize.","text":" Glimpse Grave Source Book of the Dead pg. 67 Complexity Simple A tombstone bears the name of those who look upon it, causing their hearts to seize. --- Stealth DC 48 (expert) to notice the words on the tombstone waver Disable DC 45 Religion (legendary) to bless the tombstone or DC 50 Occultism (trained) to ward off spirits Stop Heart Reaction (death, illusion, incapacitation, linguistic, &lt;%TRAITS%120%%&gt; occult &lt;%END>, visual) Trigger A creature reads or touches the tombstone; Effect The haunt deals 8d10+44 negative damage (DC 47 basic Will save) to all creatures within 60 feet who can see the tombstone and can read any language. On a critical failure, a creature dies. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=150","weakness":{}}},{"_index":"aon18","_id":"hazard-151","_score":4.0463834,"_source":{"ac":15,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 17 Occultism (trained) to weaken the spirit, DC 18 Athletics (trained) to force the spirit's face back inside the wall, or DC 19 Diplomacy (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt","exclude_from_search":false,"fortitude_save":11,"hardness":9,"hardness_raw":"9 (wall)","hazard_type":"Haunt","hp":30,"hp_raw":"30 (15)","id":"hazard-151","immunity":["object immunities"],"immunity_markdown":"object immunities","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Entombed Spirit](/Hazards.aspx?ID=151)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when a murder victim is entombed within a wall before or after their death.\r\n\r\n---\r\n\r\n**Stealth**\r\n+11 (trained)\r\n\r\n**Disable**\r\nDC 17 [Occultism](/Skills.aspx?ID=11) (trained) to weaken the spirit, DC 18 [Athletics](/Skills.aspx?ID=3) (trained) to force the spirit's face back inside the wall, or DC 19 [Diplomacy](/Skills.aspx?ID=6) (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt\n\n<column gap=\"tiny\">\r\n\r\n**AC** 15, **Fort** +11, **Ref** +5\r\n\r\n**Hardness**\r\n9\r\n\r\n**HP**\r\n30 (15)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Gasp** <actions string=\"Reaction\" /> ([enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature moves adjacent to the wall where the corpse is entombed; **Effect** The spirit gasps and wails for aid while the wall takes on the shape of its face and roils, growing tendrils. All creatures within 10 feet must succeed at a DC 18 Will save or be [frightened 1](/Conditions.aspx?ID=19) for as long as the haunt remains active. The haunt then rolls initiative.\n\n---\r\n**Routine**\r\nThe spirit attempts to [Grapple](/Actions.aspx?ID=35) up to two creatures within 10 feet with a +14 [Athletics](/Skills.aspx?ID=3) modifier, then squeezes each creature it has [grabbed](/Conditions.aspx?ID=20), dealing 1d10+4 damage. The haunt doesn't apply a multiple attack penalty to the second attempt to Grapple.\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates 1 minute after all creatures leave the area and resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed if the remains of the deceased are removed from the wall.","name":"Entombed Spirit","rarity":"common","reflex_save":5,"release_date":"2022-04-27","reset":"The haunt deactivates 1 minute after all creatures leave the area and resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed if the remains of the deceased are removed from the wall.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when …\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>","speed":{},"stealth":"+11 (trained)","summary":"The wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when …","summary_markdown":"The wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when …","text":" Entombed Spirit Source Book of the Dead pg. 67 Complexity Complex The wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when a murder victim is entombed within a wall before or after their death. --- Stealth +11 (trained) Disable DC 17 Occultism (trained) to weaken the spirit, DC 18 Athletics (trained) to force the spirit's face back inside the wall, or DC 19 Diplomacy (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt AC 15, Fort +11, Ref +5 Hardness 9 HP 30 (15) Immunities object immunities Gasp Reaction (enchantment, fear, mental, occult) Trigger A creature moves adjacent to the wall where the corpse is entombed; Effect The spirit gasps and wails for aid while the wall takes on the shape of its face and roils, growing tendrils. All creatures within 10 feet must succeed at a DC 18 Will save or be frightened 1 for as long as the haunt remains active. The haunt then rolls initiative. --- Routine The spirit attempts to Grapple up to two creatures within 10 feet with a +14 Athletics modifier, then squeezes each creature it has grabbed, dealing 1d10+4 damage. The haunt doesn't apply a multiple attack penalty to the second attempt to Grapple. --- Reset The haunt deactivates 1 minute after all creatures leave the area and resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed if the remains of the deceased are removed from the wall.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=151","weakness":{}}},{"_index":"aon18","_id":"hazard-152","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 18 Performance to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 Occultism or Religion (trained) to banish one instrument; or DC 25 Thievery (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt","exclude_from_search":false,"hardness":10,"hardness_raw":"10","hazard_type":"Haunt","hp":22,"hp_raw":"22 per instrument (BT 11)","id":"hazard-152","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Sadistic Conductor](/Hazards.aspx?ID=152)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the conductor gestures for the performance to begin, creatures are compelled to play the instruments.\r\n\r\n---\r\n\r\n**Stealth**\r\n+12 (trained)\r\n\r\n**Disable**\r\nDC 18 [Performance](/Skills.aspx?ID=12) to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13) (trained) to banish one instrument; or DC 25 [Thievery](/Skills.aspx?ID=17) (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt\n\n<column gap=\"tiny\">\n\n**Hardness**\r\n10\r\n\r\n**HP**\r\n22 per instrument (BT 11)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Conjure Instruments** <actions string=\"Reaction\" /> ([conjuration](/Traits.aspx?ID=33), [occult](/Traits.aspx?ID=120)) **Trigger** A creature approaches within 15 feet; **Effect** The conductor conjures a hazardous spectral instrument into the hands of each sentient creature within 30 feet. Even a creature whose hands are full finds a spectral instrument superimposed over the other items it's carrying. Affected creatures must each attempt a DC 19 Will save. The haunt then rolls initiative.\r\n\r\n**Critical Success** The conjuration fails and no instrument appears in the creature's hands.<br />\r\n**Success** A conjured instrument appears in the creature's hands, but it isn't compelled to play it.<br />\r\n**Failure** A conjured instrument appears in the creature's hands and it's compelled to play it (see routine below). The creature can't willingly put down the instrument while compelled to play.<br />\r\n**Critical Failure** As failure, but the creature needs a critical success on its Performance in order for the conductor to be satisfied and dismiss its instrument.\r\n\r\n---\r\n**Routine**\r\n(1 action; [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals 1d6+3 slashing damage (DC 21 [basic](/Rules.aspx?ID=329) Reflex save), and the creature must attempt a DC 18 Performance check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional 1d6+3 sonic damage.\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates when all conjured instruments are destroyed or there has been silence for 1 minute. It resets after 1 hour.","name":"Sadistic Conductor","rarity":"common","release_date":"2022-04-27","reset":"The haunt deactivates when all conjured instruments are destroyed or there has been silence for 1 minute. It resets after 1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the …\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 67</row>","speed":{},"stealth":"+12 (trained)","summary":"A phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the …","summary_markdown":"A phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the …","text":" Sadistic Conductor Source Book of the Dead pg. 67 Complexity Complex A phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the conductor gestures for the performance to begin, creatures are compelled to play the instruments. --- Stealth +12 (trained) Disable DC 18 Performance to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 Occultism or Religion (trained) to banish one instrument; or DC 25 Thievery (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt Hardness 10 HP 22 per instrument (BT 11) Immunities critical hits, object immunities, precision damage Conjure Instruments Reaction (conjuration, occult) Trigger A creature approaches within 15 feet; Effect The conductor conjures a hazardous spectral instrument into the hands of each sentient creature within 30 feet. Even a creature whose hands are full finds a spectral instrument superimposed over the other items it's carrying. Affected creatures must each attempt a DC 19 Will save. The haunt then rolls initiative. Critical Success The conjuration fails and no instrument appears in the creature's hands. Success A conjured instrument appears in the creature's hands, but it isn't compelled to play it. Failure A conjured instrument appears in the creature's hands and it's compelled to play it (see routine below). The creature can't willingly put down the instrument while compelled to play. Critical Failure As failure, but the creature needs a critical success on its Performance in order for the conductor to be satisfied and dismiss its instrument. --- Routine (1 action; enchantment, mental, occult) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals 1d6+3 slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 Performance check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional 1d6+3 sonic damage. --- Reset The haunt deactivates when all conjured instruments are destroyed or there has been silence for 1 minute. It resets after 1 hour.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=152","weakness":{}}},{"_index":"aon18","_id":"hazard-153","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 22 Religion (trained) to ritually pray for the dead or DC 24 Occultism (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-153","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Grasping Dead](/Hazards.aspx?ID=153)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nHands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground.\r\n\r\n---\r\n\r\n**Stealth**\r\n+12 (expert)\r\n\r\n**Disable**\r\nDC 22 [Religion](/Skills.aspx?ID=13) (trained) to ritually pray for the dead or DC 24 [Occultism](/Skills.aspx?ID=11) (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shifting Earth** <actions string=\"Reaction\" /> **Trigger** At least two creatures enter the area; **Effect** The earth shifts wildly as the hands of the dead spring forth from the ground. The area becomes difficult terrain. Creatures within the area are knocked [prone](/Conditions.aspx?ID=31) unless they succeed at a DC 26 Reflex save. The haunt then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The grasping hands batter all creatures in the area, dealing 2d6+7 bludgeoning damage (DC 26 [basic](/Rules.aspx?ID=329) Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming [immobilized](/Conditions.aspx?ID=24) until it [Escapes](/Actions.aspx?ID=79) (DC 26). If already immobilized, it's fully submerged and must hold its breath to avoid [suffocation](/Rules.aspx?ID=468).\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates.","name":"Grasping Dead","rarity":"common","release_date":"2022-04-27","reset":"The haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>","speed":{},"stealth":"+12 (expert)","summary":"Hands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground.","summary_markdown":"Hands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground.","text":" Grasping Dead Source Book of the Dead pg. 68 Complexity Complex Hands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground. --- Stealth +12 (expert) Disable DC 22 Religion (trained) to ritually pray for the dead or DC 24 Occultism (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt Shifting Earth Reaction Trigger At least two creatures enter the area; Effect The earth shifts wildly as the hands of the dead spring forth from the ground. The area becomes difficult terrain. Creatures within the area are knocked prone unless they succeed at a DC 26 Reflex save. The haunt then rolls initiative. --- Routine (1 action) The grasping hands batter all creatures in the area, dealing 2d6+7 bludgeoning damage (DC 26 basic Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming immobilized until it Escapes (DC 26). If already immobilized, it's fully submerged and must hold its breath to avoid suffocation. --- Reset The haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=153","weakness":{}}},{"_index":"aon18","_id":"hazard-154","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 30 Occultism or Religion (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-154","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Spirit Cyclone](/Hazards.aspx?ID=154)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA cyclone of angry spirits surges around the area.\r\n\r\n---\r\n\r\n**Stealth**\r\n+20 (expert)\r\n\r\n**Disable**\r\nDC 30 [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13) (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Gather Spirits** <actions string=\"Reaction\" /> **Trigger** Two or more creatures enter the area; **Effect** A spiraling column of spirits gather, becoming a whirling cyclone of souls 10 feet wide and 60 feet tall. The haunt then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing 2d10+13 negative damage to each creature in its path (DC 32 [basic](/Rules.aspx?ID=329) Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming [grabbed](/Conditions.aspx?ID=20) ([Escape](/Actions.aspx?ID=79) DC 32). A creature grabbed by the cyclone moves along with the cyclone and takes 1d10+6 additional negative damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone's turn, no matter where the cyclone moves. A creature that successfully Escapes from the cyclone falls from a height of 1d12 × 5 feet.\r\n\r\n---\r\n**Reset**\r\nThe spirit cyclone disperses after 1 minute and resets after 1 day.","name":"Spirit Cyclone","rarity":"common","release_date":"2022-04-27","reset":"The spirit cyclone disperses after 1 minute and resets after 1 day.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA cyclone of angry spirits surges around the area.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>","speed":{},"stealth":"+20 (expert)","summary":"A cyclone of angry spirits surges around the area.","summary_markdown":"A cyclone of angry spirits surges around the area.","text":" Spirit Cyclone Source Book of the Dead pg. 68 Complexity Complex A cyclone of angry spirits surges around the area. --- Stealth +20 (expert) Disable DC 30 Occultism or Religion (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt Gather Spirits Reaction Trigger Two or more creatures enter the area; Effect A spiraling column of spirits gather, becoming a whirling cyclone of souls 10 feet wide and 60 feet tall. The haunt then rolls initiative. --- Routine (3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing 2d10+13 negative damage to each creature in its path (DC 32 basic Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming grabbed (Escape DC 32). A creature grabbed by the cyclone moves along with the cyclone and takes 1d10+6 additional negative damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone's turn, no matter where the cyclone moves. A creature that successfully Escapes from the cyclone falls from a height of 1d12 × 5 feet. --- Reset The spirit cyclone disperses after 1 minute and resets after 1 day.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=154","weakness":{}}},{"_index":"aon18","_id":"hazard-155","_score":4.0463834,"_source":{"ac":40,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 36 Nature (master) to calm one of the four aurochs or DC 40 Religion (trained) to exorcise them","exclude_from_search":false,"fortitude_save":23,"hardness":25,"hardness_raw":"25","hazard_type":"Haunt","hp":20,"hp_raw":"20 per aurochs skull","id":"hazard-155","immunity":["death effects","disease","paralyzed","poison"],"immunity_markdown":"[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126)","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Ghost Stampede](/Hazards.aspx?ID=155)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it. \r\n\r\n---\r\n\r\n**Stealth**\r\n+30 (master)\r\n\r\n**Disable**\r\nDC 36 [Nature](/Skills.aspx?ID=10) (master) to calm one of the four aurochs or DC 40 [Religion](/Skills.aspx?ID=13) (trained) to exorcise them\n\n<column gap=\"tiny\">\r\n\r\n**AC** 40, **Fort** +23, **Ref** +29\r\n\r\n**Hardness**\r\n25\r\n\r\n**HP**\r\n20 per aurochs skull\r\n\r\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126)\r\n\r\n**Weaknesses**\r\n[positive](/Traits.aspx?ID=128) 5\n\n</column>\r\n\r\n**Defend Territory** <actions string=\"Reaction\" /> ([emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature approaches within 10 feet of an aurochs skull; **Effect** The skulls rise into the air, form ghostly bodies, and bellow in rage. Each creature within 60 feet of an aurochs skull must attempt a DC 36 Will saving throw. The haunt then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [frightened 1](/Conditions.aspx?ID=19).<br />\r\n**Failure** The creature takes 1d12+6 mental damage and is frightened 2.<br />\r\n**Critical Failure** The creature takes 2d12+12 mental damage and is frightened 4.\r\n\r\n---\r\n**Routine**\r\n(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn Strike against a different living creature. A creature critically hit by a horn Strike also takes 2d6 **persistent bleed damage** and is knocked [prone](/Conditions.aspx?ID=31).<br /> **Melee** horn +30, **Damage** 3d12+17 piercing; no multiple attack penalty\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates.","name":"Ghost Stampede","rarity":"common","reflex_save":29,"release_date":"2022-04-27","reset":"The haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it. \r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 68</row>","speed":{},"stealth":"+30 (master)","summary":"Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it. ","summary_markdown":"Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it. ","text":" Ghost Stampede Source Book of the Dead pg. 68 Complexity Complex Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it. --- Stealth +30 (master) Disable DC 36 Nature (master) to calm one of the four aurochs or DC 40 Religion (trained) to exorcise them AC 40, Fort +23, Ref +29 Hardness 25 HP 20 per aurochs skull Immunities death effects, disease, paralyzed, poison Weaknesses positive 5 Defend Territory Reaction (emotion, fear, mental, occult) Trigger A creature approaches within 10 feet of an aurochs skull; Effect The skulls rise into the air, form ghostly bodies, and bellow in rage. Each creature within 60 feet of an aurochs skull must attempt a DC 36 Will saving throw. The haunt then rolls initiative. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature takes 1d12+6 mental damage and is frightened 2. Critical Failure The creature takes 2d12+12 mental damage and is frightened 4. --- Routine (4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn Strike against a different living creature. A creature critically hit by a horn Strike also takes 2d6 persistent bleed damage and is knocked prone. Melee horn +30, Damage 3d12+17 piercing; no multiple attack penalty --- Reset The haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=155","weakness":{"positive":5},"weakness_markdown":"[positive](/Traits.aspx?ID=128) 5","weakness_raw":" positive 5"}},{"_index":"aon18","_id":"hazard-156","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Occultism or Religion (expert) to weaken the spirit; four total successes are required to disable the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-156","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Siphoning Spirit](/Hazards.aspx?ID=156)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 69</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA formless spirit drains life from the living, becoming progressively visible as its victims weaken.\r\n\r\n---\r\n\r\n**Stealth**\r\n+40 (trained)\r\n\r\n**Disable**\r\nDC 48 [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13) (expert) to weaken the spirit; four total successes are required to disable the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Sudden Siphon** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118)) **Trigger** A living creature passes within 15 feet of the spirit; **Effect** The invisible spirit latches onto the life essence of the living, dealing 4d10+20 negative damage to all living creatures within 60 feet (DC 41 [basic](/Rules.aspx?ID=329) Fortitude save). The haunt then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage.<br />\r\n**Failure** The creature takes full damage and increases its [drained](/Conditions.aspx?ID=10) value by 1, to a maximum of drained 4.<br />\r\n**Critical Failure** The creature takes double damage and increases its drained value by 2, to a maximum of drained 4. If the creature was already drained 4, it dies.\r\n\r\n---\r\n**Routine**\r\n(1 action; [death](/Traits.aspx?ID=40), [divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118)) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes 4d10+20 negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales.\r\n\r\n---\r\n**Reset**\r\nAfter 1 minute, the spirit is satiated, and the haunt deactivates as it returns to a resting state. Over the course of 1 hour, the spirit's siphoned life energy disperses and the haunt resets.","name":"Siphoning Spirit","rarity":"common","release_date":"2022-04-27","reset":"After 1 minute, the spirit is satiated, and the haunt deactivates as it returns to a resting state. Over the course of 1 hour, the spirit's siphoned life energy disperses and the haunt resets.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 69</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA formless spirit drains life from the living, becoming progressively visible as its victims weaken.\r\n</summary>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 69"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 69</row>","speed":{},"stealth":"+40 (trained)","summary":"A formless spirit drains life from the living, becoming progressively visible as its victims weaken.","summary_markdown":"A formless spirit drains life from the living, becoming progressively visible as its victims weaken.","text":" Siphoning Spirit Source Book of the Dead pg. 69 Complexity Complex A formless spirit drains life from the living, becoming progressively visible as its victims weaken. --- Stealth +40 (trained) Disable DC 48 Occultism or Religion (expert) to weaken the spirit; four total successes are required to disable the haunt Sudden Siphon Reaction (divine, necromancy, negative) Trigger A living creature passes within 15 feet of the spirit; Effect The invisible spirit latches onto the life essence of the living, dealing 4d10+20 negative damage to all living creatures within 60 feet (DC 41 basic Fortitude save). The haunt then rolls initiative. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and increases its drained value by 1, to a maximum of drained 4. Critical Failure The creature takes double damage and increases its drained value by 2, to a maximum of drained 4. If the creature was already drained 4, it dies. --- Routine (1 action; death, divine, necromancy, negative) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes 4d10+20 negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales. --- Reset After 1 minute, the spirit is satiated, and the haunt deactivates as it returns to a resting state. Over the course of 1 hour, the spirit's siphoned life energy disperses and the haunt resets.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=156","weakness":{}}},{"_index":"aon18","_id":"hazard-157","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 22 Religion (trained) or DC 20 Engineering Lore (trained) to eject the animating spirit from its mechanical shell. Creatures gain a +2 circumstance bonus on their check if they use the airship's name, Harpy's Kiss , as part of their skill check, or a +4 circumstance bonus if they utter the name “Phera Wyndslow.” The haunt remains active until its spirit is ejected, the haunt is destroyed, or there are no living creatures within 30 feet.","exclude_from_search":false,"fortitude_save":14,"hardness":11,"hardness_raw":"11","hazard_type":"Haunt","hp":44,"hp_raw":"44 (BT 22)","id":"hazard-157","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Lonely Machine Spirit](/Hazards.aspx?ID=157)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 24</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nGhostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life.\r\n\r\n---\r\n\r\n**Stealth**\r\n+13 (trained)\r\n\r\n**Disable**\r\nDC 22 [Religion](/Skills.aspx?ID=13) (trained) or DC 20 [Engineering Lore](/Skills.aspx?ID=8) (trained) to eject the animating spirit from its mechanical shell. Creatures gain a +2 circumstance bonus on their check if they use the airship's name, _Harpy's Kiss_, as part of their skill check, or a +4 circumstance bonus if they utter the name “Phera Wyndslow.” The haunt remains active until its spirit is ejected, the haunt is destroyed, or there are no living creatures within 30 feet.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +14, **Ref** +8\r\n\r\n**Hardness**\r\n11\r\n\r\n**HP**\r\n44 (BT 22)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[electricity](/Traits.aspx?ID=56) 5, [orichalcum](/Equipment.aspx?ID=378) 5, [positive](/Traits.aspx?ID=128) 5\n\n</column>\r\n\r\n**Painful Whistle** <actions string=\"Reaction\" /> ([sonic](/Traits.aspx?ID=147)) **Trigger** A living creature approaches within 10 feet of the engine (marked with a “T” on the map); **Effect** A loud whistle blows and all creatures within 30 feet take 2d6 sonic damage and become [stunned 1](/Conditions.aspx?ID=36) (DC 20 [basic](/Rules.aspx?ID=329) Fortitude save; creatures aren't stunned on a success). The lonely machine spirit then rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions); The lonely machine spirit Belches Smoke or makes two red hot gear Strikes against two creatures within 30 feet. **Belch Smoke** <actions string=\"Two Actions\" /> ([air](/Traits.aspx?ID=5), [fire](/Traits.aspx?ID=72)) The airship's engine issues forth a cloud of alchemical smoke in a 30-foot cone. Creatures within the cone must attempt a DC 20 Fortitude save. <br />**Critical Success** The creature is unaffected. <br />**Success** The creature takes 1d6 poison damage and is [sickened 1](/Conditions.aspx?ID=34).<br /> **Failure** The creature takes 2d6 poison damage and is sickened 2. <br />**Critical Failure** The creature takes 3d6 poison damage and is sickened 2.<br /> **Ranged** <actions string=\"Single Action\" /> red hot gear +12 ([fire](/Traits.aspx?ID=72), [range 10 feet](/Traits.aspx?ID=248)), **Damage** 1d6 bludgeoning and 1d6 fire\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates and resets after 1 hour.","name":"Lonely Machine Spirit","rarity":"common","reflex_save":8,"release_date":"2022-04-27","reset":"The haunt deactivates and resets after 1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 24</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nGhostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life.\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 24"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 24</row>","speed":{},"stealth":"+13 (trained)","summary":"Ghostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life.","summary_markdown":"Ghostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life.","text":" Lonely Machine Spirit Source Pathfinder #178: Punks in a Powderkeg pg. 24 Complexity Complex Ghostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life. --- Stealth +13 (trained) Disable DC 22 Religion (trained) or DC 20 Engineering Lore (trained) to eject the animating spirit from its mechanical shell. Creatures gain a +2 circumstance bonus on their check if they use the airship's name, Harpy's Kiss , as part of their skill check, or a +4 circumstance bonus if they utter the name “Phera Wyndslow.” The haunt remains active until its spirit is ejected, the haunt is destroyed, or there are no living creatures within 30 feet. AC 20, Fort +14, Ref +8 Hardness 11 HP 44 (BT 22) Immunities critical hits, object immunities, precision damage Weaknesses electricity 5, orichalcum 5, positive 5 Painful Whistle Reaction (sonic) Trigger A living creature approaches within 10 feet of the engine (marked with a “T” on the map); Effect A loud whistle blows and all creatures within 30 feet take 2d6 sonic damage and become stunned 1 (DC 20 basic Fortitude save; creatures aren't stunned on a success). The lonely machine spirit then rolls initiative. --- Routine (2 actions); The lonely machine spirit Belches Smoke or makes two red hot gear Strikes against two creatures within 30 feet. Belch Smoke Two Actions (air, fire) The airship's engine issues forth a cloud of alchemical smoke in a 30-foot cone. Creatures within the cone must attempt a DC 20 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 1d6 poison damage and is sickened 1. Failure The creature takes 2d6 poison damage and is sickened 2. Critical Failure The creature takes 3d6 poison damage and is sickened 2. Ranged Single Action red hot gear +12 (fire, range 10 feet), Damage 1d6 bludgeoning and 1d6 fire --- Reset The haunt deactivates and resets after 1 hour.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=157","weakness":{"electricity":5,"orichalcum":5,"positive":5},"weakness_markdown":"[electricity](/Traits.aspx?ID=56) 5, [orichalcum](/Equipment.aspx?ID=378) 5, [positive](/Traits.aspx?ID=128) 5","weakness_raw":" electricity 5, orichalcum 5, positive 5"}},{"_index":"aon18","_id":"hazard-158","_score":4.0463834,"_source":{"ac":12,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 15 Thievery (trained) to remove the thunderstone or DC 18 Reflex save to catch the falling thunderstone","exclude_from_search":false,"fortitude_save":7,"hardness":3,"hardness_raw":"3 Wire Hardness","hazard_type":"Trap","hp":10,"hp_raw":"10 (BT 5)","id":"hazard-158","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Precarious Thunderstone Trap](/Hazards.aspx?ID=158)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 33</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA tripwire fastened to the gate snaps when the gate is opened, releasing a [moderate thunderstone](/Equipment.aspx?ID=79) to the ground.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 15 (trained)\r\n\r\n**Disable**\r\nDC 15 [Thievery](/Skills.aspx?ID=17) (trained) to remove the thunderstone or DC 18 Reflex save to catch the falling thunderstone\n\n<column gap=\"tiny\">\r\n\r\n**AC** 12, **Fort** +7, **Ref** +3\r\n\r\n**Wire Hardness**\r\n3\r\n\r\n**Wire HP**\r\n10 (BT 5)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Thunderstone** <actions string=\"Reaction\" /> ([sonic](/Traits.aspx?ID=147)) **Trigger** The front gate is opened; **Effect** A moderate thunderstone falls on the flagstones and activates, dealing 2 sonic [splash](/Traits.aspx?ID=150) damage to each creature within 10 feet of the gate. Creatures in the area must succeed at a DC 17 Fortitude saving throw or be [deafened](/Conditions.aspx?ID=8) for 1 round. Adjacent creatures can attempt to catch the falling thunderstone (see Disable, above).","name":"Precarious Thunderstone Trap","rarity":"common","reflex_save":3,"release_date":"2022-04-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 33</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA tripwire fastened to the gate snaps when the gate is opened, releasing a moderate thunderstone to the ground.\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 33"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 33</row>","speed":{},"stealth":"DC 15 (trained)","summary":"A tripwire fastened to the gate snaps when the gate is opened, releasing a moderate thunderstone to the ground.","summary_markdown":"A tripwire fastened to the gate snaps when the gate is opened, releasing a moderate thunderstone to the ground.","text":" Precarious Thunderstone Trap Source Pathfinder #178: Punks in a Powderkeg pg. 33 Complexity Simple A tripwire fastened to the gate snaps when the gate is opened, releasing a moderate thunderstone to the ground. --- Stealth DC 15 (trained) Disable DC 15 Thievery (trained) to remove the thunderstone or DC 18 Reflex save to catch the falling thunderstone AC 12, Fort +7, Ref +3 Wire Hardness 3 Wire HP 10 (BT 5) Immunities critical hits, object immunities, precision damage Thunderstone Reaction (sonic) Trigger The front gate is opened; Effect A moderate thunderstone falls on the flagstones and activates, dealing 2 sonic splash damage to each creature within 10 feet of the gate. Creatures in the area must succeed at a DC 17 Fortitude saving throw or be deafened for 1 round. Adjacent creatures can attempt to catch the falling thunderstone (see Disable, above).","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=158","weakness":{}}},{"_index":"aon18","_id":"hazard-159","_score":4.0463834,"_source":{"ac":13,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 15 Thievery (trained) to clog the nozzle or DC 14 Athletics (trained) to redirect the stream away from the path; the Athletics check can be made at a distance with a thrown object, but a critical failure triggers the trap's Sudden Spray.","exclude_from_search":false,"fortitude_save":8,"hardness":10,"hardness_raw":"10 Nozzle Hardness","hazard_type":"Trap","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-159","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Stink-Sap Trap](/Hazards.aspx?ID=159)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 33</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA nozzle attached to a pressure sensor under the flagstone path sprays thick wads of smelly sap.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (trained)\r\n\r\n**Disable**\r\nDC 15 [Thievery](/Skills.aspx?ID=17) (trained) to clog the nozzle or DC 14 [Athletics](/Skills.aspx?ID=3) (trained) to redirect the stream away from the path; the Athletics check can be made at a distance with a thrown object, but a critical failure triggers the trap's Sudden Spray.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 13, **Fort** +8, **Ref** +5\r\n\r\n**Nozzle Hardness**\r\n10\r\n\r\n**Nozzle HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Sudden Spray** <actions string=\"Reaction\" /> **Trigger** A creature or object weighing at least 50 pounds is placed on one of the flagstones north of the gate (marked “T” on the map on page 32); **Effect** Pressurized sap sprays from the nozzle, coating everything in a 15-foot cone. Creatures in the area that fail a DC 20 Reflex save become affected by stink sap.<br /> **Stink Sap** ([aura](/Traits.aspx?ID=206), [olfactory](/Traits.aspx?ID=246)) 5 feet. Creatures and their equipment coated in the sap smell horrible. Creatures in the aura must attempt a DC 16 Fortitude save. On a failure, the creature is [sickened 1](/Conditions.aspx?ID=34), and on a critical failure, the creature is also [stunned 1](/Conditions.aspx?ID=36). While within the aura, the creature takes a 2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is immune to stink sap for 1 minute. Creatures don't save against this effect in [exploration](/Traits.aspx?ID=66) mode and don't become temporarily immune, but creatures with stink sap on them must roll against their own aura when they roll initiative in encounter mode. The sap dissipates after 10 hours; spending 10 minutes scrubbing the sap off with soap and water reduces the duration by 1 hour.\n\n---\r\n**Reset**\r\n1 minute. The trap resets automatically twice before the supply of stink sap is exhausted.","name":"Stink-Sap Trap","rarity":"common","reflex_save":5,"release_date":"2022-04-27","reset":"1 minute. The trap resets automatically twice before the supply of stink sap is exhausted.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 33</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA nozzle attached to a pressure sensor under the flagstone path sprays thick wads of smelly sap.\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 33"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 33</row>","speed":{},"stealth":"DC 18 (trained)","summary":"A nozzle attached to a pressure sensor under the flagstone path sprays thick wads of smelly sap.","summary_markdown":"A nozzle attached to a pressure sensor under the flagstone path sprays thick wads of smelly sap.","text":" Stink-Sap Trap Source Pathfinder #178: Punks in a Powderkeg pg. 33 Complexity Simple A nozzle attached to a pressure sensor under the flagstone path sprays thick wads of smelly sap. --- Stealth DC 18 (trained) Disable DC 15 Thievery (trained) to clog the nozzle or DC 14 Athletics (trained) to redirect the stream away from the path; the Athletics check can be made at a distance with a thrown object, but a critical failure triggers the trap's Sudden Spray. AC 13, Fort +8, Ref +5 Nozzle Hardness 10 Nozzle HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Sudden Spray Reaction Trigger A creature or object weighing at least 50 pounds is placed on one of the flagstones north of the gate (marked “T” on the map on page 32); Effect Pressurized sap sprays from the nozzle, coating everything in a 15-foot cone. Creatures in the area that fail a DC 20 Reflex save become affected by stink sap. Stink Sap (aura, olfactory) 5 feet. Creatures and their equipment coated in the sap smell horrible. Creatures in the aura must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature is also stunned 1. While within the aura, the creature takes a 2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is immune to stink sap for 1 minute. Creatures don't save against this effect in exploration mode and don't become temporarily immune, but creatures with stink sap on them must roll against their own aura when they roll initiative in encounter mode. The sap dissipates after 10 hours; spending 10 minutes scrubbing the sap off with soap and water reduces the duration by 1 hour. --- Reset 1 minute. The trap resets automatically twice before the supply of stink sap is exhausted.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=159","weakness":{}}},{"_index":"aon18","_id":"hazard-160","_score":4.0463834,"_source":{"ac":15,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 17 Thievery (trained) to remove the jar and thunderstone carefully or DC 20 Athletics to reinforce the flagstone pressure sensor with an improvised wedge","exclude_from_search":false,"fortitude_save":10,"hardness":7,"hardness_raw":"7 Flagstone Hardness","hazard_type":"Trap","hp":44,"hp_raw":"44 (BT 22)","id":"hazard-160","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Purple Dye Trap](/Hazards.aspx?ID=160)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 34</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA spring-loaded glass jar containing purple dye and a [thunderstone](/Equipment.aspx?ID=79) pops from the ground and explodes when a pressure sensor is triggered.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained)\r\n\r\n**Disable**\r\nDC 17 [Thievery](/Skills.aspx?ID=17) (trained) to remove the jar and thunderstone carefully or DC 20 [Athletics](/Skills.aspx?ID=3) to reinforce the flagstone pressure sensor with an improvised wedge\n\n<column gap=\"tiny\">\r\n\r\n**AC** 15, **Fort** +10, **Ref** +4\r\n\r\n**Flagstone Hardness**\r\n7\r\n\r\n**Flagstone HP**\r\n44 (BT 22)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Exploding Jar** <actions string=\"Reaction\" /> **Trigger** A creature or object weighing at least 50 pounds is placed on one of the flagstones running north to south on the west side of the yard (marked “T” on the map on page 32); **Effect** A glass jar containing purple dye and a thunderstone pop from the ground between the flagstones. The sudden movement causes the thunderstone to clink against the jar and explode. All creatures in a 10-foot radius take 2 sonic damage and must succeed at a DC 17 Fortitude save or be [deafened](/Conditions.aspx?ID=8) for 1 round. In addition, each creature in that area is splattered with purple dye and showered with glass, taking 1d4+2 piercing damage (DC 20 [basic](/Rules.aspx?ID=329) Reflex save). Creatures splattered with purple dye take a 1 circumstance penalty to Charisma-based skill checks. Fully dying the affected hair or clothing removes this penalty. Dyed skin fades after a week but can be covered up with a successful DC 12 Disguise check and the appropriate cosmetics.","name":"Purple Dye Trap","rarity":"common","reflex_save":4,"release_date":"2022-04-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 34</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spring-loaded glass jar containing purple dye and a thunderstone pops from the ground and explodes when a pressure sensor is triggered.\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 34"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 34</row>","speed":{},"stealth":"DC 20 (trained)","summary":"A spring-loaded glass jar containing purple dye and a thunderstone pops from the ground and explodes when a pressure sensor is triggered.","summary_markdown":"A spring-loaded glass jar containing purple dye and a thunderstone pops from the ground and explodes when a pressure sensor is triggered.","text":" Purple Dye Trap Source Pathfinder #178: Punks in a Powderkeg pg. 34 Complexity Simple A spring-loaded glass jar containing purple dye and a thunderstone pops from the ground and explodes when a pressure sensor is triggered. --- Stealth DC 20 (trained) Disable DC 17 Thievery (trained) to remove the jar and thunderstone carefully or DC 20 Athletics to reinforce the flagstone pressure sensor with an improvised wedge AC 15, Fort +10, Ref +4 Flagstone Hardness 7 Flagstone HP 44 (BT 22) Immunities critical hits, object immunities, precision damage Exploding Jar Reaction Trigger A creature or object weighing at least 50 pounds is placed on one of the flagstones running north to south on the west side of the yard (marked “T” on the map on page 32); Effect A glass jar containing purple dye and a thunderstone pop from the ground between the flagstones. The sudden movement causes the thunderstone to clink against the jar and explode. All creatures in a 10-foot radius take 2 sonic damage and must succeed at a DC 17 Fortitude save or be deafened for 1 round. In addition, each creature in that area is splattered with purple dye and showered with glass, taking 1d4+2 piercing damage (DC 20 basic Reflex save). Creatures splattered with purple dye take a 1 circumstance penalty to Charisma-based skill checks. Fully dying the affected hair or clothing removes this penalty. Dyed skin fades after a week but can be covered up with a successful DC 12 Disguise check and the appropriate cosmetics.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=160","weakness":{}}},{"_index":"aon18","_id":"hazard-161","_score":4.0463834,"_source":{"ac":10,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 17 Thievery (trained) to reinforce the porch pressure sensor or DC 15 Crafting (trained) to cover the holes launching the bullets","exclude_from_search":false,"fortitude_save":15,"hardness":10,"hardness_raw":"10 Wall Hardness","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-161","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Wooden Bullets Trap](/Hazards.aspx?ID=161)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 35</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA hopper full of wooden sling bullets is attached to several launching devices, which spew the bullets at high velocity through various holes in the boards covering the window. A distinctive “click” and whirring sound indicate the trap has been sprung.\r\n\r\n---\r\n\r\n**Stealth**\r\n+10 (trained)\r\n\r\n**Disable**\r\nDC 17 [Thievery](/Skills.aspx?ID=17) (trained) to reinforce the porch pressure sensor or DC 15 [Crafting](/Skills.aspx?ID=4) (trained) to cover the holes launching the bullets\n\n<column gap=\"tiny\">\r\n\r\n**AC** 10, **Fort** +15, **Ref** +5\r\n\r\n**Wall Hardness**\r\n10\r\n\r\n**HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[fire](/Traits.aspx?ID=72) 5\n\n</column>\r\n\r\n**Auto-Sling** <actions string=\"Reaction\" /> **Trigger** A creature or object weighing at least 50 pounds is placed on the porch (marked “T” on the map on page 32); **Effect** A stream of wooden sling bullets flies from a launcher. The trap Strikes the two nearest creatures and then rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) The wooden bullets trap Strikes the two nearest creatures. It ignores prone creatures as the bullets fly overhead.<br /> **Ranged** <actions string=\"Single Action\" /> wooden bullet +12 ([nonlethal](/Traits.aspx?ID=188), [range 10 feet](/Traits.aspx?ID=248)), **Damage** 1d6+6 bludgeoning\r\n\r\n---\r\n**Reset**\r\nThe trap stops after 10 rounds or when the weight on the porch is removed, whichever comes first. The trap can operate for a total of 10 rounds before its ammunition is exhausted. ","name":"Wooden Bullets Trap","rarity":"common","reflex_save":5,"release_date":"2022-04-27","reset":"The trap stops after 10 rounds or when the weight on the porch is removed, whichever comes first. The trap can operate for a total of 10 rounds before its ammunition is exhausted. ","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 35</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA hopper full of wooden sling bullets is attached to several launching devices, which spew the bullets at high velocity through various holes in the …\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 35"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 35</row>","speed":{},"stealth":"+10 (trained)","summary":"A hopper full of wooden sling bullets is attached to several launching devices, which spew the bullets at high velocity through various holes in the …","summary_markdown":"A hopper full of wooden sling bullets is attached to several launching devices, which spew the bullets at high velocity through various holes in the …","text":" Wooden Bullets Trap Source Pathfinder #178: Punks in a Powderkeg pg. 35 Complexity Complex A hopper full of wooden sling bullets is attached to several launching devices, which spew the bullets at high velocity through various holes in the boards covering the window. A distinctive “click” and whirring sound indicate the trap has been sprung. --- Stealth +10 (trained) Disable DC 17 Thievery (trained) to reinforce the porch pressure sensor or DC 15 Crafting (trained) to cover the holes launching the bullets AC 10, Fort +15, Ref +5 Wall Hardness 10 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Weaknesses fire 5 Auto-Sling Reaction Trigger A creature or object weighing at least 50 pounds is placed on the porch (marked “T” on the map on page 32); Effect A stream of wooden sling bullets flies from a launcher. The trap Strikes the two nearest creatures and then rolls initiative. --- Routine (2 actions) The wooden bullets trap Strikes the two nearest creatures. It ignores prone creatures as the bullets fly overhead. Ranged Single Action wooden bullet +12 (nonlethal, range 10 feet), Damage 1d6+6 bludgeoning --- Reset The trap stops after 10 rounds or when the weight on the porch is removed, whichever comes first. The trap can operate for a total of 10 rounds before its ammunition is exhausted. ","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=161","weakness":{"fire":5},"weakness_markdown":"[fire](/Traits.aspx?ID=72) 5","weakness_raw":" fire 5"}},{"_index":"aon18","_id":"hazard-162","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"three DC 20 Acrobatics or Crafting checks to sort and separate the bottles of volatile ingredients into groups","exclude_from_search":false,"fortitude_save":10,"hazard_type":"Environmental","hp":10,"hp_raw":"10 (BT 5)","id":"hazard-162","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Volatile Reagents](/Hazards.aspx?ID=162)</title>\r\n\r\n<traits>\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=6\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 38</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nPotion bottles, alembics, and potent ingredients violently explode when jostled and accidentally combined.\r\n\r\n---\r\n\r\n**Stealth**\r\n+5 (trained)\r\n\r\n**Disable**\r\nthree DC 20 [Acrobatics](/Skills.aspx?ID=1) or [Crafting](/Skills.aspx?ID=4) checks to sort and separate the bottles of volatile ingredients into groups\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +10, **Ref** +8\n\n**HP**\r\n10 (BT 5)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Explosive Catalyst** <actions string=\"Reaction\" /> **Trigger** Slick drinks Gattlebee's growth serum (page 36); **Effect** The giant lizard bumps into lab tables and workbenches, causing dangerous ingredients to intermix and detonate. The hazard rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) A random 10-foot square in Gattlebee's laboratory explodes, dealing 2d6 damage to creatures and objects in the area (DC 18 [basic](/Rules.aspx?ID=329) Reflex save). The damage type is randomly determined each round: acid, cold, electricity, fire, slashing, or sonic.\r\n\r\n---\r\n**Reset**\r\nThe lab contains enough ingredients for this hazard to last 1 minute before all materials are expended. Alternatively, the hazard resets once Slick shrinks to regular size (see below).","name":"Volatile Reagents","rarity":"common","reflex_save":8,"release_date":"2022-04-27","reset":"The lab contains enough ingredients for this hazard to last 1 minute before all materials are expended. Alternatively, the hazard resets once Slick shrinks to regular size (see below).","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Alchemical\" url=\"/Traits.aspx?ID=6\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 38</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPotion bottles, alembics, and potent ingredients violently explode when jostled and accidentally combined.\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 38"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 38</row>","speed":{},"stealth":"+5 (trained)","summary":"Potion bottles, alembics, and potent ingredients violently explode when jostled and accidentally combined.","summary_markdown":"Potion bottles, alembics, and potent ingredients violently explode when jostled and accidentally combined.","text":" Volatile Reagents Source Pathfinder #178: Punks in a Powderkeg pg. 38 Complexity Complex Potion bottles, alembics, and potent ingredients violently explode when jostled and accidentally combined. --- Stealth +5 (trained) Disable three DC 20 Acrobatics or Crafting checks to sort and separate the bottles of volatile ingredients into groups AC 18, Fort +10, Ref +8 HP 10 (BT 5) Immunities critical hits, object immunities, precision damage Explosive Catalyst Reaction Trigger Slick drinks Gattlebee's growth serum (page 36); Effect The giant lizard bumps into lab tables and workbenches, causing dangerous ingredients to intermix and detonate. The hazard rolls initiative. --- Routine (1 action) A random 10-foot square in Gattlebee's laboratory explodes, dealing 2d6 damage to creatures and objects in the area (DC 18 basic Reflex save). The damage type is randomly determined each round: acid, cold, electricity, fire, slashing, or sonic. --- Reset The lab contains enough ingredients for this hazard to last 1 minute before all materials are expended. Alternatively, the hazard resets once Slick shrinks to regular size (see below).","trait":["Alchemical","Complex","Environmental"],"trait_markdown":"[Alchemical](/Traits.aspx?ID=6), [Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Alchemical","Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=162","weakness":{}}},{"_index":"aon18","_id":"hazard-163","_score":4.0463834,"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 20 Thievery (Expert) or Crafting (Trained) to disengage the reloading mechanism; the trap can also be disabled by the switch in area F2","exclude_from_search":false,"fortitude_save":15,"hardness":12,"hardness_raw":"12","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-163","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Repeater Crossbow Trap](/Hazards.aspx?ID=163)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 60</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA pressure plate in the hallway floor releases a latch, causing a ceiling panel to drop down. A +1 striking heavy crossbow contained in a steel box sprays bolts at any creatures in the hallway.\r\n\r\n---\r\n\r\n**Stealth**\r\n+13 (trained)\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) (Expert) or [Crafting](/Skills.aspx?ID=4) (Trained) to disengage the reloading mechanism; the trap can also be disabled by the switch in area F2\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +15, **Ref** +9\r\n\r\n**Hardness**\r\n12\r\n\r\n**HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Auto-Bolter** <actions string=\"Reaction\" /> **Trigger** An object or creature weighing at least 25 pounds steps on the pressure plate at the south end of the hallway; **Effect** A _+1 [striking](/Equipment.aspx?ID=280) [heavy crossbow](/Weapons.aspx?ID=70)_ encased in a steel box drops from the ceiling and fires. The repeater crossbow trap Strikes a random creature in the hallway. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The repeater crossbow trap reloads (2 actions) then Strikes a random creature in the hallway.<br /> **Ranged** <actions string=\"Single Action\" /> _heavy crossbow_ +16 ([magical](/Traits.aspx?ID=103), [range 120 feet](/Traits.aspx?ID=248), [reload 2](/Traits.aspx?ID=254)), **Damage** 2d10+4 piercing\r\n\r\n---\r\n**Reset**\r\nThe trap runs out of ammo after it fires 5 bolts; it must be manually reloaded.","name":"Repeater Crossbow Trap","rarity":"common","reflex_save":9,"release_date":"2022-04-27","reset":"The trap runs out of ammo after it fires 5 bolts; it must be manually reloaded.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 60</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA pressure plate in the hallway floor releases a latch, causing a ceiling panel to drop down. A +1 striking heavy crossbow contained in a steel box …\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 60"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 60</row>","speed":{},"stealth":"+13 (trained)","summary":"A pressure plate in the hallway floor releases a latch, causing a ceiling panel to drop down. A +1 striking heavy crossbow contained in a steel box …","summary_markdown":"A pressure plate in the hallway floor releases a latch, causing a ceiling panel to drop down. A +1 striking heavy crossbow contained in a steel box …","text":" Repeater Crossbow Trap Source Pathfinder #178: Punks in a Powderkeg pg. 60 Complexity Complex A pressure plate in the hallway floor releases a latch, causing a ceiling panel to drop down. A +1 striking heavy crossbow contained in a steel box sprays bolts at any creatures in the hallway. --- Stealth +13 (trained) Disable DC 20 Thievery (Expert) or Crafting (Trained) to disengage the reloading mechanism; the trap can also be disabled by the switch in area F2 AC 22, Fort +15, Ref +9 Hardness 12 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Auto-Bolter Reaction Trigger An object or creature weighing at least 25 pounds steps on the pressure plate at the south end of the hallway; Effect A +1 striking heavy crossbow encased in a steel box drops from the ceiling and fires. The repeater crossbow trap Strikes a random creature in the hallway. The trap then rolls initiative. --- Routine (3 actions) The repeater crossbow trap reloads (2 actions) then Strikes a random creature in the hallway. Ranged Single Action heavy crossbow +16 (magical, range 120 feet, reload 2), Damage 2d10+4 piercing --- Reset The trap runs out of ammo after it fires 5 bolts; it must be manually reloaded.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=163","weakness":{}}},{"_index":"aon18","_id":"hazard-164","_score":4.0463834,"_source":{"ac":10,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 26 Thievery (Trained) to disconnect the wire to the counterweight, preventing it from falling, or DC 20 Crafting ( Alchemical Crafting ) to create a counteragent to the sleeping gas","exclude_from_search":false,"fortitude_save":15,"hardness":10,"hardness_raw":"10","hazard_type":"Trap","hp":40,"hp_raw":"40 (BT 2)","id":"hazard-164","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Subduing Gas Chamber](/Hazards.aspx?ID=164)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 62</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA mechanical sensor in the desk drawer releases a counterweight in the wall, which slams the door shut and opens the sleeping gas tank under the bed, allowing gas to fill the air-tight room with a hissing sound.\r\n\r\n---\r\n\r\n**Stealth**\r\n+10 (Expert)\r\n\r\n**Disable**\r\nDC 26 [Thievery](/Skills.aspx?ID=17) (Trained) to disconnect the wire to the counterweight, preventing it from falling, or DC 20 [Crafting](/Skills.aspx?ID=4) ([Alchemical Crafting](/Feats.aspx?ID=752)) to create a counteragent to the sleeping gas\n\n<column gap=\"tiny\">\r\n\r\n**AC** 10, **Fort** +15, **Ref** +9\r\n\r\n**Hardness**\r\n10\r\n\r\n**HP**\r\n40 (BT 2)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Slam Door** <actions string=\"Reaction\" /> **Trigger** A creature opens the desk drawer without holding the release button under the desk; **Effect** The wooden door to the room slams shut and locks, and the trap rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) Each round on its initiative count, the trap pumps more sleeping gas into the room. Any breathing creature in the room is exposed to the toxin. If a creature acts before the trap on the first round, it has the option of holding its breath to postpone breathing in the poison—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. The trap functions for 1 minute before all the gas is expended, after which it rapidly decays over the next minute. Opening the door to an adjacent room cuts the remaining time it takes for the gas to decay in half but exposes creatures in that room as well.<br /> **Sleeping Gas** ([inhaled](/Traits.aspx?ID=96), [poison](/Traits.aspx?ID=126)) **Saving Throw** DC 22 Fortitude; **Maximum Duration** 4 hours; **Stage 1** slowed 1 (1 round); **Stage 2** [unconscious](/Conditions.aspx?ID=38) with no Perception check to wake up (1 round); **Stage 3** unconscious with no Perception check to wake up (1 hour)\r\n\r\n---\r\n**Reset**\r\nThe gas must be manually reloaded.","name":"Subduing Gas Chamber","rarity":"common","reflex_save":9,"release_date":"2022-04-27","reset":"The gas must be manually reloaded.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 62</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA mechanical sensor in the desk drawer releases a counterweight in the wall, which slams the door shut and opens the sleeping gas tank under the bed, …\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 62"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 62</row>","speed":{},"stealth":"+10 (Expert)","summary":"A mechanical sensor in the desk drawer releases a counterweight in the wall, which slams the door shut and opens the sleeping gas tank under the bed, …","summary_markdown":"A mechanical sensor in the desk drawer releases a counterweight in the wall, which slams the door shut and opens the sleeping gas tank under the bed, …","text":" Subduing Gas Chamber Source Pathfinder #178: Punks in a Powderkeg pg. 62 Complexity Complex A mechanical sensor in the desk drawer releases a counterweight in the wall, which slams the door shut and opens the sleeping gas tank under the bed, allowing gas to fill the air-tight room with a hissing sound. --- Stealth +10 (Expert) Disable DC 26 Thievery (Trained) to disconnect the wire to the counterweight, preventing it from falling, or DC 20 Crafting (Alchemical Crafting) to create a counteragent to the sleeping gas AC 10, Fort +15, Ref +9 Hardness 10 HP 40 (BT 2) Immunities critical hits, object immunities, precision damage Slam Door Reaction Trigger A creature opens the desk drawer without holding the release button under the desk; Effect The wooden door to the room slams shut and locks, and the trap rolls initiative. --- Routine (1 action) Each round on its initiative count, the trap pumps more sleeping gas into the room. Any breathing creature in the room is exposed to the toxin. If a creature acts before the trap on the first round, it has the option of holding its breath to postpone breathing in the poison—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. The trap functions for 1 minute before all the gas is expended, after which it rapidly decays over the next minute. Opening the door to an adjacent room cuts the remaining time it takes for the gas to decay in half but exposes creatures in that room as well. Sleeping Gas (inhaled, poison) Saving Throw DC 22 Fortitude; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 unconscious with no Perception check to wake up (1 round); Stage 3 unconscious with no Perception check to wake up (1 hour) --- Reset The gas must be manually reloaded.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=164","weakness":{}}},{"_index":"aon18","_id":"hazard-165","_score":4.0463834,"_source":{"ac":13,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Interact action to pick up one of the five bottles","exclude_from_search":false,"fortitude_save":4,"hardness":1,"hardness_raw":"1 Bottle Hardness","hazard_type":"Trap","hp":4,"hp_raw":"4 (BT 2)","id":"hazard-165","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Lyzerium Bottle](/Hazards.aspx?ID=165)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 64</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nFive tiny glass bottles, each full of volatile green liquid, are discretely positioned around the room. Each bottle explodes when its glass is broken.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 16\r\n\r\n**Disable**\r\nInteract action to pick up one of the five bottles\n\n<column gap=\"tiny\">\r\n\r\n**AC** 13, **Fort** +4, **Ref** +6\r\n\r\n**Bottle Hardness**\r\n1\r\n\r\n**HP**\r\n4 (BT 2)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Explode** <actions string=\"Reaction\" /> **Trigger** A creature steps on the bottle or the bottle becomes [broken](/Conditions.aspx?ID=2); **Effect** The bottle explodes, dealing 2d8 fire damage plus 2 [persistent fire damage](/Conditions.aspx?ID=29) and 2 fire [splash](/Traits.aspx?ID=150) damage to each creature sharing its square (DC 18 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Lyzerium Bottle","rarity":"common","reflex_save":6,"release_date":"2022-04-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 64</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFive tiny glass bottles, each full of volatile green liquid, are discretely positioned around the room. Each bottle explodes when its glass is broken.\r\n</summary>","source":["Pathfinder #178: Punks in a Powderkeg"],"source_raw":["Pathfinder #178: Punks in a Powderkeg pg. 64"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #178: Punks in a Powderkeg](/Sources.aspx?ID=119) pg. 64</row>","speed":{},"stealth":"DC 16","summary":"Five tiny glass bottles, each full of volatile green liquid, are discretely positioned around the room. Each bottle explodes when its glass is broken.","summary_markdown":"Five tiny glass bottles, each full of volatile green liquid, are discretely positioned around the room. Each bottle explodes when its glass is broken.","text":" Lyzerium Bottle Source Pathfinder #178: Punks in a Powderkeg pg. 64 Complexity Simple Five tiny glass bottles, each full of volatile green liquid, are discretely positioned around the room. Each bottle explodes when its glass is broken. --- Stealth DC 16 Disable Interact action to pick up one of the five bottles AC 13, Fort +4, Ref +6 Bottle Hardness 1 HP 4 (BT 2) Immunities critical hits, object immunities, precision damage Explode Reaction Trigger A creature steps on the bottle or the bottle becomes broken; Effect The bottle explodes, dealing 2d8 fire damage plus 2 persistent fire damage and 2 fire splash damage to each creature sharing its square (DC 18 basic Reflex save).","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=165","weakness":{}}},{"_index":"aon18","_id":"hazard-166","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 Religion (expert) to exorcise the manifestation, or DC 36 Intimidation (trained) to stand one's ground without showing fear.","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-166","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Ileosa's Fifth Manifestation](/Hazards.aspx?ID=166)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 14</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nMist coils from the ground, perhaps through a sewer grate or from cracks along a basement foundation, quickly forming into the ghostly image of Queen Ileosa.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 33 (master)\r\n\r\n**Disable**\r\nDC 33 [Religion](/Skills.aspx?ID=13) (expert) to exorcise the manifestation, or DC 36 [Intimidation](/Skills.aspx?ID=7) (trained) to stand one's ground without showing fear.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Queen's Laugh** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) **Trigger** A living creature moves within 10 feet of where the manifestation will appear; Effect Ileosa laughs, becoming more substantial as bloody, spectral bodies appear to pile under her feet. Each living creature within 30 feet of the area must attempt a DC 30 Will save.\r\n\r\n**Critical Success** The creature takes no damage.<br />\r\n**Success** The creature takes 5d10 mental damage as false memories of being tormented and persecuted under Ileosa's rule tear through their mind.<br />\r\n**Failure** As above, but the creature takes 10d10 mental damage and becomes [stupefied 1](/Conditions.aspx?ID=37) until the next sunrise from the overwhelming nature of the false memories.<br />\r\n**Critical Failure** As failure, but the creature becomes stupefied 2 instead. In addition, the creature continues to see dead, bloody bodies crawling from the ground during times of stress, causing them to treat all ground as difficult terrain during combat. This hallucination persists as long as the character remains stupefied from the hazard.","name":"Ileosa's Fifth Manifestation","rarity":"rare","release_date":"2022-05-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 14</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMist coils from the ground, perhaps through a sewer grate or from cracks along a basement foundation, quickly forming into the ghostly image of Queen …\r\n</summary>","source":["Shadows at Sundown"],"source_raw":["Shadows at Sundown pg. 14"],"source_category":"Adventures","source_group":"Shadows at Sundown","source_markdown":"<row gap=\"tiny\">[Shadows at Sundown](/Sources.aspx?ID=121) pg. 14</row>","speed":{},"spoilers":"Shadows at Sundown","stealth":"DC 33 (master)","summary":"Mist coils from the ground, perhaps through a sewer grate or from cracks along a basement foundation, quickly forming into the ghostly image of Queen …","summary_markdown":"Mist coils from the ground, perhaps through a sewer grate or from cracks along a basement foundation, quickly forming into the ghostly image of Queen …","text":" Ileosa's Fifth Manifestation Source Shadows at Sundown pg. 14 Complexity Simple Mist coils from the ground, perhaps through a sewer grate or from cracks along a basement foundation, quickly forming into the ghostly image of Queen Ileosa. --- Stealth DC 33 (master) Disable DC 33 Religion (expert) to exorcise the manifestation, or DC 36 Intimidation (trained) to stand one's ground without showing fear. Queen's Laugh Reaction (divine, emotion, enchantment, mental) Trigger A living creature moves within 10 feet of where the manifestation will appear; Effect Ileosa laughs, becoming more substantial as bloody, spectral bodies appear to pile under her feet. Each living creature within 30 feet of the area must attempt a DC 30 Will save. Critical Success The creature takes no damage. Success The creature takes 5d10 mental damage as false memories of being tormented and persecuted under Ileosa's rule tear through their mind. Failure As above, but the creature takes 10d10 mental damage and becomes stupefied 1 until the next sunrise from the overwhelming nature of the false memories. Critical Failure As failure, but the creature becomes stupefied 2 instead. In addition, the creature continues to see dead, bloody bodies crawling from the ground during times of stress, causing them to treat all ground as difficult terrain during combat. This hallucination persists as long as the character remains stupefied from the hazard.","trait":["Haunt","Rare"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88), [Rare](/Traits.aspx?ID=137)","trait_raw":["Haunt","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=166","weakness":{}}},{"_index":"aon18","_id":"hazard-167","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 35 Thievery (master) to destroy the key rune, DC 37 Arcana (master) to harmlessly discharge the runes, or dispel magic (7th level; counteract DC 31) to counteract the trap","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-167","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Life-Draining Thunder](/Hazards.aspx?ID=167)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 32</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThassilonian runes set with onyx erupt with negative energy and thunderous roars at the presence of a living creature.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 35 (expert)\r\n\r\n**Disable**\r\nDC 35 [Thievery](/Skills.aspx?ID=17) (master) to destroy the key rune, DC 37 [Arcana](/Skills.aspx?ID=2) (master) to harmlessly discharge the runes, or [_dispel magic_](/Spells.aspx?ID=78) (7th level; [counteract](/Rules.aspx?ID=371) DC 31) to counteract the trap\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Thunderous Lifedrain** <actions string=\"Reaction\" /> ([necromancy](/Traits.aspx?ID=117), [occult](/Traits.aspx?ID=120), [sonic](/Traits.aspx?ID=147)) **Trigger** A living creature approaches within 5 feet of either double door; **Effect** All living creatures in the room take 9d6 negative damage and 9d6 sonic damage (DC 33 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Life-Draining Thunder","rarity":"common","release_date":"2022-05-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 32</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThassilonian runes set with onyx erupt with negative energy and thunderous roars at the presence of a living creature.\r\n</summary>","source":["Shadows at Sundown"],"source_raw":["Shadows at Sundown pg. 32"],"source_category":"Adventures","source_group":"Shadows at Sundown","source_markdown":"<row gap=\"tiny\">[Shadows at Sundown](/Sources.aspx?ID=121) pg. 32</row>","speed":{},"stealth":"DC 35 (expert)","summary":"Thassilonian runes set with onyx erupt with negative energy and thunderous roars at the presence of a living creature.","summary_markdown":"Thassilonian runes set with onyx erupt with negative energy and thunderous roars at the presence of a living creature.","text":" Life-Draining Thunder Source Shadows at Sundown pg. 32 Complexity Simple Thassilonian runes set with onyx erupt with negative energy and thunderous roars at the presence of a living creature. --- Stealth DC 35 (expert) Disable DC 35 Thievery (master) to destroy the key rune, DC 37 Arcana (master) to harmlessly discharge the runes, or dispel magic (7th level; counteract DC 31) to counteract the trap Thunderous Lifedrain Reaction (necromancy, occult, sonic) Trigger A living creature approaches within 5 feet of either double door; Effect All living creatures in the room take 9d6 negative damage and 9d6 sonic damage (DC 33 basic Reflex save).","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=167","weakness":{}}},{"_index":"aon18","_id":"hazard-168","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Religion DC 37 (expert) or DC 40 Occult (trained) to reverse the ritual's power.","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-168","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Ileosa's Sixth Manifestation](/Hazards.aspx?ID=168)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 38</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nIleosa manifests as a crimson ghost and reaches out as if to receive a gift from the ritual's primary caster.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 37 (expert)\r\n\r\n**Disable**\r\n[Religion](/Skills.aspx?ID=13) DC 37 (expert) or DC 40 [Occult](/Skills.aspx?ID=11) (trained) to reverse the ritual's power.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Queen's Laugh** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) **Trigger** Someone attempts to contact Ileosa with call spirit and achieves any result other than a critical success to cast the ritual; **Effect** Ileosa closes her fingers and attempts to pull the primary caster's heart from their chest. The primary caster must attempt a DC 33 Fortitude save.\r\n\r\n**Critical Success** The creature takes no damage.<br />\r\n**Success** The creature feels Ileosa's hand grip and tug at their heart; they take 25 negative damage, and then the manifestation vanishes.<br />\r\n**Failure** As success, but the creature takes 50 negative damage and becomes [drained 1](/Conditions.aspx?ID=10) as they momentarily see their heart appear in Ileosa's hand before the manifestation vanishes.<br />\r\n**Critical Failure** The creature takes 75 negative damage and becomes drained 2. If this reduces the target to 0 Hit Points, the target dies instantly. For a brief moment, the victim's heart appears in Ileosa's hand before the manifestation vanishes. If the victim is slain by this hazard, their heart drops to the ground with a splat, pulsing its final beats after the manifestation vanishes.","name":"Ileosa's Sixth Manifestation","rarity":"rare","release_date":"2022-05-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 38</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIleosa manifests as a crimson ghost and reaches out as if to receive a gift from the ritual's primary caster.\r\n</summary>","source":["Shadows at Sundown"],"source_raw":["Shadows at Sundown pg. 38"],"source_category":"Adventures","source_group":"Shadows at Sundown","source_markdown":"<row gap=\"tiny\">[Shadows at Sundown](/Sources.aspx?ID=121) pg. 38</row>","speed":{},"spoilers":"Shadows at Sundown","stealth":"DC 37 (expert)","summary":"Ileosa manifests as a crimson ghost and reaches out as if to receive a gift from the ritual's primary caster.","summary_markdown":"Ileosa manifests as a crimson ghost and reaches out as if to receive a gift from the ritual's primary caster.","text":" Ileosa's Sixth Manifestation Source Shadows at Sundown pg. 38 Complexity Simple Ileosa manifests as a crimson ghost and reaches out as if to receive a gift from the ritual's primary caster. --- Stealth DC 37 (expert) Disable Religion DC 37 (expert) or DC 40 Occult (trained) to reverse the ritual's power. Queen's Laugh Reaction (divine, emotion, enchantment, mental) Trigger Someone attempts to contact Ileosa with call spirit and achieves any result other than a critical success to cast the ritual; Effect Ileosa closes her fingers and attempts to pull the primary caster's heart from their chest. The primary caster must attempt a DC 33 Fortitude save. Critical Success The creature takes no damage. Success The creature feels Ileosa's hand grip and tug at their heart; they take 25 negative damage, and then the manifestation vanishes. Failure As success, but the creature takes 50 negative damage and becomes drained 1 as they momentarily see their heart appear in Ileosa's hand before the manifestation vanishes. Critical Failure The creature takes 75 negative damage and becomes drained 2. If this reduces the target to 0 Hit Points, the target dies instantly. For a brief moment, the victim's heart appears in Ileosa's hand before the manifestation vanishes. If the victim is slain by this hazard, their heart drops to the ground with a splat, pulsing its final beats after the manifestation vanishes.","trait":["Haunt","Rare"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88), [Rare](/Traits.aspx?ID=137)","trait_raw":["Haunt","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=168","weakness":{}}},{"_index":"aon18","_id":"hazard-169","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 40 Thievery (master) to adjust the model so its attention is focused inward, DC 37 Occultism (expert) to cause the accumulated psychic energy to discharge harmlessly, or dispel magic (7th level; counteract DC 32). A character who sneaks through the room with a DC 32 Stealth (expert) check avoids triggering the hazard, but this does not disable it.","exclude_from_search":false,"id":"hazard-169","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Brooding Fvalthahalia](/Hazards.aspx?ID=169)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 42</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nTiny black flames mirror living creatures' movements in the city above as scraps of shadow patrol the streets—flames that notice intruders in their “sky” below and reach out to the intruders \"above\" with a deafening violence that incidentally alerts several of the vault's denizens to the intruders' presence.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 37 (master)\r\n\r\n**Disable**\r\nDC 40 [Thievery](/Skills.aspx?ID=17) (master) to adjust the model so its attention is focused inward, DC 37 [Occultism](/Skills.aspx?ID=11) (expert) to cause the accumulated psychic energy to discharge harmlessly, or [_dispel magic_](/Spells.aspx?ID=78) (7th level; [counteract](/Rules.aspx?ID=371) DC 32). A character who sneaks through the room with a DC 32 [Stealth](/Skills.aspx?ID=15) (expert) check avoids triggering the hazard, but this does not disable it.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Call of Fvalthahalia** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [occult](/Traits.aspx?ID=120)) **Trigger** A creature without supernatural ties to the [Shadow Plane](/Planes.aspx?ID=11) enters the room (creatures like [fetchlings](/Ancestries.aspx?ID=30) or divine spellcasters who worship [Zon-Kuthon](/Deities.aspx?ID=20) represent two examples of creatures who won't trigger this hazard); **Effect** The flickering dark flames on the city's streets flare up and the sound of an entire city populace screaming an alarm fills the room. All creatures in area C1 take 18d6 sonic damage (DC 33 [basic](/Rules.aspx?ID=329) Fortitude save), and all strigoi from Aliriel's Vault immediately know intruders have been spotted in this room. Any strigoi in area C2 quickly investigate and attack the PCs on sight.\n\n---\r\n**Reset**\r\n1 hour","name":"Brooding Fvalthahalia","rarity":"unique","release_date":"2022-05-25","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 42</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTiny black flames mirror living creatures' movements in the city above as scraps of shadow patrol the streets—flames that notice intruders in their …\r\n</summary>","source":["Shadows at Sundown"],"source_raw":["Shadows at Sundown pg. 42"],"source_category":"Adventures","source_group":"Shadows at Sundown","source_markdown":"<row gap=\"tiny\">[Shadows at Sundown](/Sources.aspx?ID=121) pg. 42</row>","speed":{},"spoilers":"Shadows at Sundown","stealth":"DC 37 (master)","summary":"Tiny black flames mirror living creatures' movements in the city above as scraps of shadow patrol the streets—flames that notice intruders in their …","summary_markdown":"Tiny black flames mirror living creatures' movements in the city above as scraps of shadow patrol the streets—flames that notice intruders in their …","text":" Brooding Fvalthahalia Source Shadows at Sundown pg. 42 Complexity Simple Tiny black flames mirror living creatures' movements in the city above as scraps of shadow patrol the streets—flames that notice intruders in their “sky” below and reach out to the intruders \"above\" with a deafening violence that incidentally alerts several of the vault's denizens to the intruders' presence. --- Stealth DC 37 (master) Disable DC 40 Thievery (master) to adjust the model so its attention is focused inward, DC 37 Occultism (expert) to cause the accumulated psychic energy to discharge harmlessly, or dispel magic (7th level; counteract DC 32). A character who sneaks through the room with a DC 32 Stealth (expert) check avoids triggering the hazard, but this does not disable it. Call of Fvalthahalia Reaction (abjuration, occult) Trigger A creature without supernatural ties to the Shadow Plane enters the room (creatures like fetchlings or divine spellcasters who worship Zon-Kuthon represent two examples of creatures who won't trigger this hazard); Effect The flickering dark flames on the city's streets flare up and the sound of an entire city populace screaming an alarm fills the room. All creatures in area C1 take 18d6 sonic damage (DC 33 basic Fortitude save), and all strigoi from Aliriel's Vault immediately know intruders have been spotted in this room. Any strigoi in area C2 quickly investigate and attack the PCs on sight. --- Reset 1 hour","trait":["Magical","Unique"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Unique](/Traits.aspx?ID=161)","trait_raw":["Magical","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=169","weakness":{}}},{"_index":"aon18","_id":"hazard-170","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":36,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 41 (expert) to feel the subtle vibrations when moving a rune to shift into the right position, or Thassilon Lore DC 33 (expert) or Society DC 38 (master) while being able to read Thassilonian to work out the anagram puzzle using traditional means, or dispel magic (7th level; counteract DC 34)","exclude_from_search":false,"fortitude_save":28,"hardness":24,"hardness_raw":"24","hazard_type":"Trap","hp":90,"hp_raw":"90 (BT 45)","id":"hazard-170","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Paradox Engine](/Hazards.aspx?ID=170)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 45</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAll six sides of this [adamantine](/Equipment.aspx?ID=271)-reinforced box are covered with Thassilonian runes. Touching a rune allows one to exchange its position with another.\r\n\r\n---\r\n\r\n**Stealth**\r\n+0\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 41 (expert) to feel the subtle vibrations when moving a rune to shift into the right position, or [Thassilon Lore](/Skills.aspx?ID=8) DC 33 (expert) or [Society](/Skills.aspx?ID=14) DC 38 (master) while being able to read Thassilonian to work out the anagram puzzle using traditional means, or [_dispel magic_](/Spells.aspx?ID=78) (7th level; [counteract](/Rules.aspx?ID=371) DC 34)\n\n<column gap=\"tiny\">\r\n\r\n**AC** 36, **Fort** +28, **Ref** +22\r\n\r\n**Hardness**\r\n24\r\n\r\n**HP**\r\n90 (BT 45)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Slicing Shadows** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33)) **Trigger** The paradox engine is damaged, or a creature fails a check to disable it; **Effect** Slats on the sides of the box open to release beams of razor-sharp freezing darkness that swipe throughout area C5 and extend 10 feet south into area C4; all creatures in this area who lack the [Shadow](/Monsters.aspx?ID=362) trait take 5d6 slashing damage and 5d6 cold damage (DC 34 [basic](/Rules.aspx?ID=329) Reflex save).\n\n---\r\n**Routine**\r\n[three-actions] ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33)) The slicing shadows congeal into the form of what appears to be the upper half of a skeletal, cowled humanoid: an [owb prophet](/Monsters.aspx?ID=1258). This owb prophet is a creation of the paradox engine and does not have a forsaken patron. While the owb prophet is active, the paradox engine no longer uses its Slicing Shadows reaction; instead, the owb prophet focuses its attacks on creatures that attempt to damage or deactivate the engine. If the owb prophet is destroyed, the paradox engine's disable DCs and Hardness are reduced by 5. It thereafter functions as a simple hazard with the Slicing Shadows reaction, and resets after 1 round.\r\n\r\n---\r\n**Reset**\r\nThe paradox engine deactivates 1 minute, and its owb prophet returns to its interior after all creatures leave the area, but resets immediately thereafter.","name":"Paradox Engine","rarity":"unique","reflex_save":22,"release_date":"2022-05-25","reset":"The paradox engine deactivates 1 minute, and its owb prophet returns to its interior after all creatures leave the area, but resets immediately thereafter.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Shadows at Sundown](/Sources.aspx?ID=121) pg. 45</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAll six sides of this adamantine -reinforced box are covered with Thassilonian runes. Touching a rune allows one to exchange its position with …\r\n</summary>","source":["Shadows at Sundown"],"source_raw":["Shadows at Sundown pg. 45"],"source_category":"Adventures","source_group":"Shadows at Sundown","source_markdown":"<row gap=\"tiny\">[Shadows at Sundown](/Sources.aspx?ID=121) pg. 45</row>","speed":{},"spoilers":"Shadows at Sundown","stealth":"+0","summary":"All six sides of this adamantine -reinforced box are covered with Thassilonian runes. Touching a rune allows one to exchange its position with …","summary_markdown":"All six sides of this adamantine -reinforced box are covered with Thassilonian runes. Touching a rune allows one to exchange its position with …","text":" Paradox Engine Source Shadows at Sundown pg. 45 Complexity Complex All six sides of this adamantine-reinforced box are covered with Thassilonian runes. Touching a rune allows one to exchange its position with another. --- Stealth +0 Disable Thievery DC 41 (expert) to feel the subtle vibrations when moving a rune to shift into the right position, or Thassilon Lore DC 33 (expert) or Society DC 38 (master) while being able to read Thassilonian to work out the anagram puzzle using traditional means, or dispel magic (7th level; counteract DC 34) AC 36, Fort +28, Ref +22 Hardness 24 HP 90 (BT 45) Immunities critical hits, object immunities, precision damage Slicing Shadows Reaction (arcane, conjuration) Trigger The paradox engine is damaged, or a creature fails a check to disable it; Effect Slats on the sides of the box open to release beams of razor-sharp freezing darkness that swipe throughout area C5 and extend 10 feet south into area C4; all creatures in this area who lack the Shadow trait take 5d6 slashing damage and 5d6 cold damage (DC 34 basic Reflex save). --- Routine three-actions] ([arcane, conjuration) The slicing shadows congeal into the form of what appears to be the upper half of a skeletal, cowled humanoid: an owb prophet. This owb prophet is a creation of the paradox engine and does not have a forsaken patron. While the owb prophet is active, the paradox engine no longer uses its Slicing Shadows reaction; instead, the owb prophet focuses its attacks on creatures that attempt to damage or deactivate the engine. If the owb prophet is destroyed, the paradox engine's disable DCs and Hardness are reduced by 5. It thereafter functions as a simple hazard with the Slicing Shadows reaction, and resets after 1 round. --- Reset The paradox engine deactivates 1 minute, and its owb prophet returns to its interior after all creatures leave the area, but resets immediately thereafter.","trait":["Complex","Magical","Trap","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Magical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=170","weakness":{}}},{"_index":"aon18","_id":"hazard-171","_score":4.0463834,"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Thievery (trained) to disable the trigger, or DC 18 Acrobatics to squeeze through the partially opened door (this doesn't disable the trap but prevents it from triggering)","exclude_from_search":false,"fortitude_save":14,"hardness":10,"hardness_raw":"10","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-171","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Iron Dart Launcher](/Hazards.aspx?ID=171)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 12</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA half-dozen iron darts fire from spring-loaded launchers concealed in the desk opposite the front door.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\nDC 22 [Thievery](/Skills.aspx?ID=17) (trained) to disable the trigger, or DC 18 [Acrobatics](/Skills.aspx?ID=1) to squeeze through the partially opened door (this doesn't disable the trap but prevents it from triggering)\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +14, **Ref** +8\r\n\r\n**Hardness**\r\n10\r\n\r\n**HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Dart** <actions string=\"Reaction\" /> **Trigger** The front door is fully opened, [Forced Open](/Actions.aspx?ID=34), or [broken](/Conditions.aspx?ID=2); **Effect** A hail of iron darts launches along a 20-foot line from the desk through the doorway, dealing 4d8+10 piercing damage to each creature in the area of effect (DC 24 [basic](/Rules.aspx?ID=329) Reflex save).\n\n---\r\n**Reset**\r\nThe trap resets as soon as the door is closed. It has enough darts to trigger three times, after which, it must be reloaded with 20 darts before it can reset again.","name":"Iron Dart Launcher","rarity":"uncommon","reflex_save":8,"release_date":"2022-05-25","reset":"The trap resets as soon as the door is closed. It has enough darts to trigger three times, after which, it must be reloaded with 20 darts before it can reset again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 12</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA half-dozen iron darts fire from spring-loaded launchers concealed in the desk opposite the front door.\r\n</summary>","source":["Pathfinder #179: Cradle of Quartz"],"source_raw":["Pathfinder #179: Cradle of Quartz pg. 12"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 12</row>","speed":{},"spoilers":"Outlaws of Alkenstar","stealth":"DC 25 (expert)","summary":"A half-dozen iron darts fire from spring-loaded launchers concealed in the desk opposite the front door.","summary_markdown":"A half-dozen iron darts fire from spring-loaded launchers concealed in the desk opposite the front door.","text":" Iron Dart Launcher Source Pathfinder #179: Cradle of Quartz pg. 12 Complexity Simple A half-dozen iron darts fire from spring-loaded launchers concealed in the desk opposite the front door. --- Stealth DC 25 (expert) Disable DC 22 Thievery (trained) to disable the trigger, or DC 18 Acrobatics to squeeze through the partially opened door (this doesn't disable the trap but prevents it from triggering) AC 22, Fort +14, Ref +8 Hardness 10 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Dart Reaction Trigger The front door is fully opened, Forced Open, or broken; Effect A hail of iron darts launches along a 20-foot line from the desk through the doorway, dealing 4d8+10 piercing damage to each creature in the area of effect (DC 24 basic Reflex save). --- Reset The trap resets as soon as the door is closed. It has enough darts to trigger three times, after which, it must be reloaded with 20 darts before it can reset again.","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=171","weakness":{}}},{"_index":"aon18","_id":"hazard-172","_score":4.0463834,"_source":{"ac":27,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 28 Thievery (expert) to disable the engine, or DC 26 Engineering Lore to disengage the drive shaft. Either method disables the trap but also shuts down the engine, disabling the Second Kiss's propulsion.","exclude_from_search":false,"fortitude_save":15,"hardness":10,"hardness_raw":"10","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-172","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Second Kiss Engine](/Hazards.aspx?ID=172)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 28</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nExposed clockwork gears spin at high speeds.\r\n\r\n---\r\n\r\n**Stealth**\r\n-1\r\n\r\n**Disable**\r\nDC 28 [Thievery](/Skills.aspx?ID=17) (expert) to disable the engine, or DC 26 [Engineering Lore](/Skills.aspx?ID=8) to disengage the drive shaft. Either method disables the trap but also shuts down the engine, disabling the _Second Kiss's_ propulsion.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +15, **Ref** +18\r\n\r\n**Hardness**\r\n10\r\n\r\n**HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spinning Gears** <actions string=\"Reaction\" /> **Trigger** A creature Strides in the engine nacelle; **Effect** The creature's clothing or limbs get caught in the spinning gears and axles of the engine. The creature must attempt a DC 24 Reflex save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes 2d8+9 bludgeoning damage.<br />\r\n**Failure** The creature takes 4d8+18 bludgeoning damage.<br />\r\n**Critical Failure** The creature's clothing is pulled into the clockworks. The creature takes 4d8+18 bludgeoning damage and is [restrained](/Conditions.aspx?ID=33). Until the creature [Escapes](/Actions.aspx?ID=79) (DC 24), it takes 2d8+9 bludgeoning damage each round as it's pulled into the spinning rotors. A creature wearing clothing can automatically Escape by doffing its caught clothing; this destroys the doffed clothing.","name":"Second Kiss Engine","rarity":"uncommon","reflex_save":18,"release_date":"2022-05-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 28</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nExposed clockwork gears spin at high speeds.\r\n</summary>","source":["Pathfinder #179: Cradle of Quartz"],"source_raw":["Pathfinder #179: Cradle of Quartz pg. 28"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 28</row>","speed":{},"spoilers":"Outlaws of Alkenstar","stealth":"-1","summary":"Exposed clockwork gears spin at high speeds.","summary_markdown":"Exposed clockwork gears spin at high speeds.","text":" Second Kiss Engine Source Pathfinder #179: Cradle of Quartz pg. 28 Complexity Simple Exposed clockwork gears spin at high speeds. --- Stealth -1 Disable DC 28 Thievery (expert) to disable the engine, or DC 26 Engineering Lore to disengage the drive shaft. Either method disables the trap but also shuts down the engine, disabling the Second Kiss's propulsion. AC 27, Fort +15, Ref +18 Hardness 10 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Spinning Gears Reaction Trigger A creature Strides in the engine nacelle; Effect The creature's clothing or limbs get caught in the spinning gears and axles of the engine. The creature must attempt a DC 24 Reflex save. Critical Success The creature is unaffected. Success The creature takes 2d8+9 bludgeoning damage. Failure The creature takes 4d8+18 bludgeoning damage. Critical Failure The creature's clothing is pulled into the clockworks. The creature takes 4d8+18 bludgeoning damage and is restrained. Until the creature Escapes (DC 24), it takes 2d8+9 bludgeoning damage each round as it's pulled into the spinning rotors. A creature wearing clothing can automatically Escape by doffing its caught clothing; this destroys the doffed clothing.","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=172","weakness":{}}},{"_index":"aon18","_id":"hazard-173","_score":4.0463834,"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 18 Thievery (trained) to disarm the desk switch; DC 28 (expert) to disarm the trapdoor charge","exclude_from_search":false,"fortitude_save":18,"hardness":8,"hardness_raw":"8 Trapdoor Hardness","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-173","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Explosive Steam Trap](/Hazards.aspx?ID=173)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 55</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA black-powder charge fastened to a trapdoor (marked with a “T” on the map) blows a hole in a steam tunnel, filling the room with superheated steam.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained) to find the desk switch; DC 28 (expert) to find the trapdoor and charge\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) (trained) to disarm the desk switch; DC 28 (expert) to disarm the trapdoor charge\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +18, **Ref** +15\r\n\r\n**Trapdoor Hardness**\r\n8\r\n\r\n**Trapdoor HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Explosive Charge** <actions string=\"Reaction\" /> **Trigger** The desk switch is pressed or the trapdoor is opened; **Effect** The charge on the door explodes. All creatures within 10 feet take 2d10+6 fire damage, 1d10+3 piercing damage, and 1d6 [persistent bleed damage](/Conditions.aspx?ID=29) (DC 22 [basic](/Rules.aspx?ID=329) Reflex save). The room is filled with steam, making all creatures within the room [concealed](/Conditions.aspx?ID=4). The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a DC 28 Fortitude save.\n\n**Critical Success** The creature is unaffected.<br />\n**Success** The creature takes 1d10+3 fire damage.<br />\n**Failure** The creature takes 2d10+6 fire damage and is [blinded](/Conditions.aspx?ID=1) for 1 round.<br />\n**Critical Failure** The creature takes 2d10+6 fire damage, is [fatigued](/Conditions.aspx?ID=15), and is blinded for 1 round.","name":"Explosive Steam Trap","rarity":"common","reflex_save":15,"release_date":"2022-05-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 55</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA black-powder charge fastened to a trapdoor (marked with a “T” on the map) blows a hole in a steam tunnel, filling the room with superheated steam.\r\n</summary>","source":["Pathfinder #179: Cradle of Quartz"],"source_raw":["Pathfinder #179: Cradle of Quartz pg. 55"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 55</row>","speed":{},"stealth":"DC 20 (trained) to find the desk switch; DC 28 (expert) to find the trapdoor and charge","summary":"A black-powder charge fastened to a trapdoor (marked with a “T” on the map) blows a hole in a steam tunnel, filling the room with superheated steam.","summary_markdown":"A black-powder charge fastened to a trapdoor (marked with a “T” on the map) blows a hole in a steam tunnel, filling the room with superheated steam.","text":" Explosive Steam Trap Source Pathfinder #179: Cradle of Quartz pg. 55 Complexity Complex A black-powder charge fastened to a trapdoor (marked with a “T” on the map) blows a hole in a steam tunnel, filling the room with superheated steam. --- Stealth DC 20 (trained) to find the desk switch; DC 28 (expert) to find the trapdoor and charge Disable DC 18 Thievery (trained) to disarm the desk switch; DC 28 (expert) to disarm the trapdoor charge AC 25, Fort +18, Ref +15 Trapdoor Hardness 8 Trapdoor HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Explosive Charge Reaction Trigger The desk switch is pressed or the trapdoor is opened; Effect The charge on the door explodes. All creatures within 10 feet take 2d10+6 fire damage, 1d10+3 piercing damage, and 1d6 persistent bleed damage (DC 22 basic Reflex save). The room is filled with steam, making all creatures within the room concealed. The trap then rolls initiative. --- Routine (1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a DC 28 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 1d10+3 fire damage. Failure The creature takes 2d10+6 fire damage and is blinded for 1 round. Critical Failure The creature takes 2d10+6 fire damage, is fatigued, and is blinded for 1 round.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=173","weakness":{}}},{"_index":"aon18","_id":"hazard-174","_score":4.0463834,"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 27 Thievery (expert) to disable the doorknob trigger","exclude_from_search":false,"fortitude_save":17,"hardness":8,"hardness_raw":"8","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-174","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[False Door Trap](/Hazards.aspx?ID=174)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 59</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA black-powder charge detonates as soon as the doorknob is turned, shattering the door into splinters.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (expert) to see the brick wall behind the edges of the door\r\n\r\n**Disable**\r\nDC 27 [Thievery](/Skills.aspx?ID=17) (expert) to disable the doorknob trigger\n\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +17, **Ref** +11\r\n\r\n**Hardness**\r\n8\r\n\r\n**HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Explosive Charge** <actions string=\"Reaction\" /> **Trigger** The doorknob is turned; **Effect** The charge behind the door explodes, dealing 2d8+9 fire damage and 2d8+9 piercing damage to all creatures in a 10-foot cone blasting outward from the door (DC 27 [basic](/Rules.aspx?ID=329) Reflex save). The sound of the explosion can be heard up to 50 feet away","name":"False Door Trap","rarity":"common","reflex_save":11,"release_date":"2022-05-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 59</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA black-powder charge detonates as soon as the doorknob is turned, shattering the door into splinters.\r\n</summary>","source":["Pathfinder #179: Cradle of Quartz"],"source_raw":["Pathfinder #179: Cradle of Quartz pg. 59"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 59</row>","speed":{},"stealth":"DC 28 (expert) to see the brick wall behind the edges of the door","summary":"A black-powder charge detonates as soon as the doorknob is turned, shattering the door into splinters.","summary_markdown":"A black-powder charge detonates as soon as the doorknob is turned, shattering the door into splinters.","text":" False Door Trap Source Pathfinder #179: Cradle of Quartz pg. 59 Complexity Simple A black-powder charge detonates as soon as the doorknob is turned, shattering the door into splinters. --- Stealth DC 28 (expert) to see the brick wall behind the edges of the door Disable DC 27 Thievery (expert) to disable the doorknob trigger AC 24, Fort +17, Ref +11 Hardness 8 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Explosive Charge Reaction Trigger The doorknob is turned; Effect The charge behind the door explodes, dealing 2d8+9 fire damage and 2d8+9 piercing damage to all creatures in a 10-foot cone blasting outward from the door (DC 27 basic Reflex save). The sound of the explosion can be heard up to 50 feet away","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=174","weakness":{}}},{"_index":"aon18","_id":"hazard-175","_score":4.0463834,"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 25 Thievery (trained) to disable the glyph, or dispel magic (1st level; counteract DC 22) to counteract the glyph","exclude_from_search":false,"fortitude_save":12,"hardness":8,"hardness_raw":"8 Door Hardness","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-175","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Color Spray Trap](/Hazards.aspx?ID=175)</title>\r\n\r\n<traits>\r\n<trait label=\"Auditory\" url=\"/Traits.aspx?ID=16\" />\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Incapacitation\" url=\"/Traits.aspx?ID=93\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n<trait label=\"Visual\" url=\"/Traits.aspx?ID=163\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 60</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA loud pop sounds when this door is opened, followed immediately by a blast of colorful lights that washes over whoever opened the door.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (trained) to notice the glyph on the doorjamb\r\n\r\n**Disable**\r\nDC 25 [Thievery](/Skills.aspx?ID=17) (trained) to disable the glyph, or [_dispel magic_](/Spells.aspx?ID=78) (1st level; [counteract](/Rules.aspx?ID=371) DC 22) to counteract the glyph\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +12, **Ref** +10\r\n\r\n**Door Hardness**\r\n8\r\n\r\n**Door HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Color Spray** <actions string=\"Reaction\" /> **Trigger** The door is opened; **Effect** The trap casts [_color spray_](/Spells.aspx?ID=44) on the triggering creature (DC 21).","name":"Color Spray Trap","rarity":"common","reflex_save":10,"release_date":"2022-05-25","resistance":{},"school":"illusion","search_markdown":"<traits>\r\n<trait label=\"Auditory\" url=\"/Traits.aspx?ID=16\" />\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Incapacitation\" url=\"/Traits.aspx?ID=93\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n<trait label=\"Visual\" url=\"/Traits.aspx?ID=163\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 60</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA loud pop sounds when this door is opened, followed immediately by a blast of colorful lights that washes over whoever opened the door.\r\n</summary>","source":["Pathfinder #179: Cradle of Quartz"],"source_raw":["Pathfinder #179: Cradle of Quartz pg. 60"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 60</row>","speed":{},"stealth":"DC 22 (trained) to notice the glyph on the doorjamb","summary":"A loud pop sounds when this door is opened, followed immediately by a blast of colorful lights that washes over whoever opened the door.","summary_markdown":"A loud pop sounds when this door is opened, followed immediately by a blast of colorful lights that washes over whoever opened the door.","text":" Color Spray Trap Source Pathfinder #179: Cradle of Quartz pg. 60 Complexity Simple A loud pop sounds when this door is opened, followed immediately by a blast of colorful lights that washes over whoever opened the door. --- Stealth DC 22 (trained) to notice the glyph on the doorjamb Disable DC 25 Thievery (trained) to disable the glyph, or dispel magic (1st level; counteract DC 22) to counteract the glyph AC 22, Fort +12, Ref +10 Door Hardness 8 Door HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Color Spray Reaction Trigger The door is opened; Effect The trap casts color spray on the triggering creature (DC 21).","trait":["Auditory","Illusion","Incapacitation","Magical","Trap","Visual"],"trait_markdown":"[Auditory](/Traits.aspx?ID=16), [Illusion](/Traits.aspx?ID=92), [Incapacitation](/Traits.aspx?ID=93), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Visual](/Traits.aspx?ID=163)","trait_raw":["Auditory","Illusion","Incapacitation","Magical","Trap","Visual"],"type":"Hazard","url":"/Hazards.aspx?ID=175","weakness":{}}},{"_index":"aon18","_id":"hazard-176","_score":4.0463834,"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 27 Thievery (expert) to disable the floor trigger, or DC 27 Athletics or Engineering Lore to jam the portcullis in the ceiling","exclude_from_search":false,"fortitude_save":15,"hardness":18,"hardness_raw":"18","hazard_type":"Trap","hp":72,"hp_raw":"72 (BT 36)","id":"hazard-176","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Falling Portcullis Trap](/Hazards.aspx?ID=176)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 62</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn iron portcullis drops from the ceiling when a pressure plate is triggered.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (expert) to spot the sockets in the floor where the portcullis drops; DC 28 (expert) to spot the floor trigger\r\n\r\n**Disable**\r\nDC 27 [Thievery](/Skills.aspx?ID=17) (expert) to disable the floor trigger, or DC 27 [Athletics](/Skills.aspx?ID=3) or [Engineering Lore](/Monsters.aspx?ID=1969) to jam the portcullis in the ceiling\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +15, **Ref** +18\r\n\r\n**Hardness**\r\n18\r\n\r\n**HP**\r\n72 (BT 36)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Slam Shut** <actions string=\"Reaction\" /> **Trigger** The pressure plate is depressed; **Effect** The portcullis falls, closing off the hallway. Any creature under the portcullis when it drops takes 4d10+18 piercing damage and is [immobilized](/Conditions.aspx?ID=24). A creature that succeeds at a DC 26 Reflex save takes no damage and rolls away in a random direction; on a critical success, they can choose the direction. (For the rules on freeing an immobilized creature, see the [Doors, Gates, and Walls sidebar](/Rules.aspx?ID=617))<br /> If the trap was triggered by a creature moving north with a Speed of at least 10 feet, they're considered to be under the portcullis when it triggers. Creatures moving south when triggering the portcullis aren't considered to be under the portcullis when it triggers.","name":"Falling Portcullis Trap","rarity":"common","reflex_save":18,"release_date":"2022-05-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 62</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn iron portcullis drops from the ceiling when a pressure plate is triggered.\r\n</summary>","source":["Pathfinder #179: Cradle of Quartz"],"source_raw":["Pathfinder #179: Cradle of Quartz pg. 62"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 62</row>","speed":{},"stealth":"DC 22 (expert) to spot the sockets in the floor where the portcullis drops; DC 28 (expert) to spot the floor trigger","summary":"An iron portcullis drops from the ceiling when a pressure plate is triggered.","summary_markdown":"An iron portcullis drops from the ceiling when a pressure plate is triggered.","text":" Falling Portcullis Trap Source Pathfinder #179: Cradle of Quartz pg. 62 Complexity Simple An iron portcullis drops from the ceiling when a pressure plate is triggered. --- Stealth DC 22 (expert) to spot the sockets in the floor where the portcullis drops; DC 28 (expert) to spot the floor trigger Disable DC 27 Thievery (expert) to disable the floor trigger, or DC 27 Athletics or Engineering Lore to jam the portcullis in the ceiling AC 25, Fort +15, Ref +18 Hardness 18 HP 72 (BT 36) Immunities critical hits, object immunities, precision damage Slam Shut Reaction Trigger The pressure plate is depressed; Effect The portcullis falls, closing off the hallway. Any creature under the portcullis when it drops takes 4d10+18 piercing damage and is immobilized. A creature that succeeds at a DC 26 Reflex save takes no damage and rolls away in a random direction; on a critical success, they can choose the direction. (For the rules on freeing an immobilized creature, see the Doors, Gates, and Walls sidebar) If the trap was triggered by a creature moving north with a Speed of at least 10 feet, they're considered to be under the portcullis when it triggers. Creatures moving south when triggering the portcullis aren't considered to be under the portcullis when it triggers.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=176","weakness":{}}},{"_index":"aon18","_id":"hazard-177","_score":4.0463834,"_source":{"ac":27,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 25 Arcana , Occultism , or Religion (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 Acrobatics or Stealth (expert) to capture and scatter a gremlin gang","exclude_from_search":false,"fortitude_save":11,"hardness":15,"hardness_raw":"15 (while inside the centurion)","hp":22,"hp_raw":"22 per gremlin gang","id":"hazard-177","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Gremlin Horde](/Hazards.aspx?ID=177)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 19</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree gangs of [gremlins](/MonsterFamilies.aspx?ID=58) hide within the [spiral centurion](/Monsters.aspx?ID=815), cackling with glee and hurling blasts of hex magic. The hazard occupies the same space as the spiral centurion, moving with it.\r\n\r\n---\r\n\r\n**Stealth**\r\n+18 (expert)\r\n\r\n**Disable**\r\nDC 25 [Arcana](/Skills.aspx?ID=2), [Occultism](/Skills.aspx?ID=11), or [Religion](/Skills.aspx?ID=13) (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 [Acrobatics](/Skills.aspx?ID=1) or [Stealth](/Skills.aspx?ID=15) (expert) to capture and scatter a gremlin gang\n\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +11, **Ref** +17\r\n\r\n**Hardness**\r\n15\r\n\r\n**HP**\r\n22 per gremlin gang\n\n</column>\r\n\r\n**Hexed Calamity** <actions string=\"Reaction\" /> **Trigger** A creature comes within 30 feet of the gremlin horde; **Effect** Every firearm within 30 feet [misfires](/Rules.aspx?ID=1649). If a creature is holding the firearm, they can attempt a DC 27 Will save, negating this effect on a success. The hazard rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions; [misfortune](/Traits.aspx?ID=110)) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered.<br /> **Critical Success** The hex bounces back to affect the gremlin horde. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard.<br /> **Success** The item is unaffected.<br /> **Failure** The item becomes unreliable for 1 round. If a creature attempts to Activate the item or Interact with it, it must succeed at a DC 5 flat check or the action is wasted. If the item doesn't have an active use (such a mundane cloak), the creature wearing the item must instead immediately succeed at a DC 5 flat check or become tangled with the item and fall [prone](/Conditions.aspx?ID=31).<br /> **Critical Failure** As failure, but the creature wielding or wearing the item also becomes [clumsy 2](/Conditions.aspx?ID=3).\r\n\r\n---\r\n**Reset**\r\nIf not captured or killed, the scattered gremlin gangs regroup after 1d4 hours.","name":"Gremlin Horde","rarity":"common","reflex_save":17,"release_date":"2022-06-29","reset":"If not captured or killed, the scattered gremlin gangs regroup after 1d4 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 19</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree gangs of gremlins hide within the spiral centurion , cackling with glee and hurling blasts of hex magic. The hazard occupies the same space …\r\n</summary>","source":["Pathfinder #180: The Smoking Gun"],"source_raw":["Pathfinder #180: The Smoking Gun pg. 19"],"source_category":"Adventure Paths","source_group":"Outlaws of Alkenstar","source_markdown":"<row gap=\"tiny\">[Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 19</row>","speed":{},"stealth":"+18 (expert)","summary":"Three gangs of gremlins hide within the spiral centurion , cackling with glee and hurling blasts of hex magic. The hazard occupies the same space …","summary_markdown":"Three gangs of gremlins hide within the spiral centurion , cackling with glee and hurling blasts of hex magic. The hazard occupies the same space …","text":" Gremlin Horde Source Pathfinder #180: The Smoking Gun pg. 19 Complexity Complex Three gangs of gremlins hide within the spiral centurion, cackling with glee and hurling blasts of hex magic. The hazard occupies the same space as the spiral centurion, moving with it. --- Stealth +18 (expert) Disable DC 25 Arcana, Occultism, or Religion (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 Acrobatics or Stealth (expert) to capture and scatter a gremlin gang AC 27, Fort +11, Ref +17 Hardness 15 HP 22 per gremlin gang Hexed Calamity Reaction Trigger A creature comes within 30 feet of the gremlin horde; Effect Every firearm within 30 feet misfires. If a creature is holding the firearm, they can attempt a DC 27 Will save, negating this effect on a success. The hazard rolls initiative. --- Routine (3 actions; misfortune) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered. Critical Success The hex bounces back to affect the gremlin horde. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard. Success The item is unaffected. Failure The item becomes unreliable for 1 round. If a creature attempts to Activate the item or Interact with it, it must succeed at a DC 5 flat check or the action is wasted. If the item doesn't have an active use (such a mundane cloak), the creature wearing the item must instead immediately succeed at a DC 5 flat check or become tangled with the item and fall prone. Critical Failure As failure, but the creature wielding or wearing the item also becomes clumsy 2. --- Reset If not captured or killed, the scattered gremlin gangs regroup after 1d4 hours.","trait":["Complex","Magical"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103)","trait_raw":["Complex","Magical"],"type":"Hazard","url":"/Hazards.aspx?ID=177","weakness":{}}},{"_index":"aon18","_id":"hazard-178","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Thievery to open the door while viewing the reflection","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-178","level":-1,"markdown":"<title level=\"1\" right=\"Hazard -1\" pfs=\"\">[Mirror Door](/Hazards.aspx?ID=178)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n<trait label=\"Visual\" url=\"/Traits.aspx?ID=163\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 122</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 15\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) to open the door while viewing the reflection\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Appear** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [illusion](/Traits.aspx?ID=92)) **Trigger** A creature views the wall through a mirror's reflection; **Effect** A door appears in the mirror's reflection of the wall. The triggering creature can open and manipulate this door only as long as they view it through the mirror and only by succeeding at a DC 18 Thievery check to disable the trap.\n\n---\r\n**Reset**\r\nautomatic","name":"Mirror Door","rarity":"common","release_date":"2022-07-27","reset":"automatic","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n<trait label=\"Visual\" url=\"/Traits.aspx?ID=163\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 122</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 122</row>","speed":{},"stealth":"DC 15","summary":"The reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection.","summary_markdown":"The reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection.","text":" Mirror Door Source Dark Archive pg. 122 Complexity Simple The reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection. --- Stealth DC 15 Disable DC 18 Thievery to open the door while viewing the reflection Appear Reaction (arcane, illusion) Trigger A creature views the wall through a mirror's reflection; Effect A door appears in the mirror's reflection of the wall. The triggering creature can open and manipulate this door only as long as they view it through the mirror and only by succeeding at a DC 18 Thievery check to disable the trap. --- Reset automatic","trait":["Magical","Trap","Visual"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Visual](/Traits.aspx?ID=163)","trait_raw":["Magical","Trap","Visual"],"type":"Hazard","url":"/Hazards.aspx?ID=178","weakness":{}}},{"_index":"aon18","_id":"hazard-179","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 12 Thievery to deactivate one pressure plate","exclude_from_search":false,"fortitude_save":2,"hardness":4,"hardness_raw":"4","hazard_type":"Trap","hp":12,"hp_raw":"12 (BT 6)","id":"hazard-179","immunity":["object immunities"],"immunity_markdown":"object immunities","level":-1,"markdown":"<title level=\"1\" right=\"Hazard -1\" pfs=\"\">[Shuffling Hall](/Hazards.aspx?ID=179)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 122</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nFour pressure plates along this mirrored hall rotate vertically when stepped on, sending a creature on the pressure plate tipping into an adjacent featureless room while simultaneously replacing the pressure plate and walls in the hall. Each pressure plate dumps creatures into a different room.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 15\r\n\r\n**Disable**\r\nDC 12 [Thievery](/Skills.aspx?ID=17) to deactivate one pressure plate\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +2, **Ref** +5\r\n\r\n**Hardness**\r\n4\r\n\r\n**HP**\r\n12 (BT 6)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Flip** <actions string=\"Reaction\" /> **Trigger** A creature steps on a pressure plate; **Effect** The floor and adjoining wall rotate up and over on a central axle, tipping the triggering creature into an adjacent featureless room and simultaneously replacing the pressure plate and wall with another set on the same axle. The triggering creature is pushed into an adjoining room, takes 1d8 bludgeoning damage, and lands [prone](/Conditions.aspx?ID=31). A creature who succeeds at a DC 19 Reflex save takes no damage and rolls out of the way of the trap, returning to the space they were in before stepping on the pressure plate.\n\n---\r\n**Reset**\r\nautomatic","name":"Shuffling Hall","rarity":"common","reflex_save":5,"release_date":"2022-07-27","reset":"automatic","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 122</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour pressure plates along this mirrored hall rotate vertically when stepped on, sending a creature on the pressure plate tipping into an adjacent …\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 122</row>","speed":{},"stealth":"DC 15","summary":"Four pressure plates along this mirrored hall rotate vertically when stepped on, sending a creature on the pressure plate tipping into an adjacent …","summary_markdown":"Four pressure plates along this mirrored hall rotate vertically when stepped on, sending a creature on the pressure plate tipping into an adjacent …","text":" Shuffling Hall Source Dark Archive pg. 122 Complexity Simple Four pressure plates along this mirrored hall rotate vertically when stepped on, sending a creature on the pressure plate tipping into an adjacent featureless room while simultaneously replacing the pressure plate and walls in the hall. Each pressure plate dumps creatures into a different room. --- Stealth DC 15 Disable DC 12 Thievery to deactivate one pressure plate AC 18, Fort +2, Ref +5 Hardness 4 HP 12 (BT 6) Immunities object immunities Flip Reaction Trigger A creature steps on a pressure plate; Effect The floor and adjoining wall rotate up and over on a central axle, tipping the triggering creature into an adjacent featureless room and simultaneously replacing the pressure plate and wall with another set on the same axle. The triggering creature is pushed into an adjoining room, takes 1d8 bludgeoning damage, and lands prone. A creature who succeeds at a DC 19 Reflex save takes no damage and rolls out of the way of the trap, returning to the space they were in before stepping on the pressure plate. --- Reset automatic","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=179","weakness":{}}},{"_index":"aon18","_id":"hazard-180","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 17 Thievery to scratch out the runes, or DC 16 Arcana to destroy the runes","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-180","level":0,"markdown":"<title level=\"1\" right=\"Hazard 0\" pfs=\"\">[Confounding Portal](/Hazards.aspx?ID=180)</title>\r\n\r\n<traits>\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mental\" url=\"/Traits.aspx?ID=106\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 122</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nTiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit or pass through.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 16\r\n\r\n**Disable**\r\nDC 17 [Thievery](/Skills.aspx?ID=17) to scratch out the runes, or DC 16 [Arcana](/Skills.aspx?ID=2) to destroy the runes\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Confounding Misdirection** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106)) **Trigger** A creature passes through the rune-carved doorway or hallway; **Effect** The creature is confused by the illusions and directed back into the room they attempted to exit through another doorway or back to the hallway's beginning. This feels no different to the triggering creature than walking through the doorway or hallway, and onlookers are similarly befuddled. A creature who succeeds at a DC 19 Will save resists this illusion and exits the room or proceeds down the hall without being misdirected.\n\n---\r\n**Reset**\r\nautomatic","name":"Confounding Portal","rarity":"common","release_date":"2022-07-27","reset":"automatic","resistance":{},"school":"illusion","search_markdown":"<traits>\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mental\" url=\"/Traits.aspx?ID=106\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 122</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit …\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 122</row>","speed":{},"stealth":"DC 16","summary":"Tiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit …","summary_markdown":"Tiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit …","text":" Confounding Portal Source Dark Archive pg. 122 Complexity Simple Tiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit or pass through. --- Stealth DC 16 Disable DC 17 Thievery to scratch out the runes, or DC 16 Arcana to destroy the runes Confounding Misdirection Reaction (arcane, illusion, mental) Trigger A creature passes through the rune-carved doorway or hallway; Effect The creature is confused by the illusions and directed back into the room they attempted to exit through another doorway or back to the hallway's beginning. This feels no different to the triggering creature than walking through the doorway or hallway, and onlookers are similarly befuddled. A creature who succeeds at a DC 19 Will save resists this illusion and exits the room or proceeds down the hall without being misdirected. --- Reset automatic","trait":["Illusion","Magical","Mental","Trap"],"trait_markdown":"[Illusion](/Traits.aspx?ID=92), [Magical](/Traits.aspx?ID=103), [Mental](/Traits.aspx?ID=106), [Trap](/Traits.aspx?ID=158)","trait_raw":["Illusion","Magical","Mental","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=180","weakness":{}}},{"_index":"aon18","_id":"hazard-181","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 17 Crafting (trained) to calculate the room's dimensions despite the illusions, or dispel magic (1st level; counteract DC 17) to counteract the illusions","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-181","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Disorienting Illusions](/Hazards.aspx?ID=181)</title>\r\n\r\n<traits>\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n<trait label=\"Visual\" url=\"/Traits.aspx?ID=163\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 122</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nIllusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, and in motion.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20\r\n\r\n**Disable**\r\nDC 17 [Crafting](/Skills.aspx?ID=4) (trained) to calculate the room's dimensions despite the illusions, or [_dispel magic_](/Spells.aspx?ID=78) (1st level; counteract DC 17) to [counteract](/Rules.aspx?ID=371) the illusions\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Disorient** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [visual](/Traits.aspx?ID=163)) **Trigger** A creature enters the room; **Effect** Illusions cause the appearance of the room and the objects inside it to constantly warp, shift, bend, and distort for 1 minute. Each creature in the room while it's distorting must attempt a DC 17 Perception check.\r\n\r\n**Critical Success** The creature disbelieves the illusions and is unaffected.<br />\r\n**Success** The creature disbelieves the illusions but still sees them. It treats the room as difficult terrain.<br />\r\n**Failure** The creature is fooled by the illusions. It treats the room as difficult terrain and becomes [sickened 1](/Conditions.aspx?ID=34). As long as it remains in the room, it can't reduce its sickened value below 1.<br />\r\n**Critical Failure** As failure, but each time the creature attempts a move action, it must succeed at a DC 5 flat check or they lose the action, and on a critical failure, it also falls [prone](/Conditions.aspx?ID=31).\n\n---\r\n**Reset**\r\n1 minute","name":"Disorienting Illusions","rarity":"common","release_date":"2022-07-27","reset":"1 minute","resistance":{},"school":"illusion","search_markdown":"<traits>\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n<trait label=\"Visual\" url=\"/Traits.aspx?ID=163\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 122</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIllusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, …\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 122</row>","speed":{},"stealth":"DC 20","summary":"Illusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, …","summary_markdown":"Illusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, …","text":" Disorienting Illusions Source Dark Archive pg. 122 Complexity Simple Illusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, and in motion. --- Stealth DC 20 Disable DC 17 Crafting (trained) to calculate the room's dimensions despite the illusions, or dispel magic (1st level; counteract DC 17) to counteract the illusions Disorient Reaction (arcane, illusion, mental, visual) Trigger A creature enters the room; Effect Illusions cause the appearance of the room and the objects inside it to constantly warp, shift, bend, and distort for 1 minute. Each creature in the room while it's distorting must attempt a DC 17 Perception check. Critical Success The creature disbelieves the illusions and is unaffected. Success The creature disbelieves the illusions but still sees them. It treats the room as difficult terrain. Failure The creature is fooled by the illusions. It treats the room as difficult terrain and becomes sickened 1. As long as it remains in the room, it can't reduce its sickened value below 1. Critical Failure As failure, but each time the creature attempts a move action, it must succeed at a DC 5 flat check or they lose the action, and on a critical failure, it also falls prone. --- Reset 1 minute","trait":["Illusion","Magical","Trap","Visual"],"trait_markdown":"[Illusion](/Traits.aspx?ID=92), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Visual](/Traits.aspx?ID=163)","trait_raw":["Illusion","Magical","Trap","Visual"],"type":"Hazard","url":"/Hazards.aspx?ID=181","weakness":{}}},{"_index":"aon18","_id":"hazard-182","_score":4.0463834,"_source":{"ac":13,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Thievery (trained) to shroud the mirror without looking at it, or DC 17 Occultism (trained) to erect mental barriers","exclude_from_search":false,"fortitude_save":10,"hardness":6,"hardness_raw":"6","hazard_type":"Trap","hp":24,"hp_raw":"24 (BT 12)","id":"hazard-182","immunity":["object immunities"],"immunity_markdown":"object immunities","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Reflected Desires](/Hazards.aspx?ID=182)</title>\r\n\r\n<traits>\r\n<trait label=\"Enchantment\" url=\"/Traits.aspx?ID=61\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mental\" url=\"/Traits.aspx?ID=106\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n<trait label=\"Visual\" url=\"/Traits.aspx?ID=163\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis mirror reflects the viewer's deepest desires.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 17 (0 to notice the mirror)\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) (trained) to shroud the mirror without looking at it, or DC 17 [Occultism](/Skills.aspx?ID=11) (trained) to erect mental barriers\n\n<column gap=\"tiny\">\r\n\r\n**AC** 13, **Fort** +10, **Ref** +4\r\n\r\n**Hardness**\r\n6\r\n\r\n**HP**\r\n24 (BT 12)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Tempt** <actions string=\"Reaction\" /> ([enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120), [visual](/Traits.aspx?ID=163)) **Trigger** A creature looks into the mirror; **Effect** The triggering creature sees themselves enjoying their deepest desires in the mirror's reflection, becoming fascinated (Will DC 20 negates). This fascination ends automatically when the mirror is broken or covered up.\n\n---\r\n**Reset**\r\nautomatic","name":"Reflected Desires","rarity":"common","reflex_save":4,"release_date":"2022-07-27","reset":"automatic","resistance":{},"school":"enchantment","search_markdown":"<traits>\r\n<trait label=\"Enchantment\" url=\"/Traits.aspx?ID=61\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mental\" url=\"/Traits.aspx?ID=106\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n<trait label=\"Visual\" url=\"/Traits.aspx?ID=163\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis mirror reflects the viewer's deepest desires.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 123</row>","speed":{},"stealth":"DC 17 (0 to notice the mirror)","summary":"This mirror reflects the viewer's deepest desires.","summary_markdown":"This mirror reflects the viewer's deepest desires.","text":" Reflected Desires Source Dark Archive pg. 123 Complexity Simple This mirror reflects the viewer's deepest desires. --- Stealth DC 17 (0 to notice the mirror) Disable DC 18 Thievery (trained) to shroud the mirror without looking at it, or DC 17 Occultism (trained) to erect mental barriers AC 13, Fort +10, Ref +4 Hardness 6 HP 24 (BT 12) Immunities object immunities Tempt Reaction (enchantment, mental, occult, visual) Trigger A creature looks into the mirror; Effect The triggering creature sees themselves enjoying their deepest desires in the mirror's reflection, becoming fascinated (Will DC 20 negates). This fascination ends automatically when the mirror is broken or covered up. --- Reset automatic","trait":["Enchantment","Magical","Mental","Trap","Visual"],"trait_markdown":"[Enchantment](/Traits.aspx?ID=61), [Magical](/Traits.aspx?ID=103), [Mental](/Traits.aspx?ID=106), [Trap](/Traits.aspx?ID=158), [Visual](/Traits.aspx?ID=163)","trait_raw":["Enchantment","Magical","Mental","Trap","Visual"],"type":"Hazard","url":"/Hazards.aspx?ID=182","weakness":{}}},{"_index":"aon18","_id":"hazard-183","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 21 Thievery (trained) to jam the scales built into the floor","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-183","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Shrinking Hall](/Hazards.aspx?ID=183)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18\r\n\r\n**Disable**\r\nDC 21 [Thievery](/Skills.aspx?ID=17) (trained) to jam the scales built into the floor\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shrink** <actions string=\"Reaction\" /> **Trigger** 100 pounds of weight or more is placed on the hallway's floor; **Effect** The hall's last 40 feet of walls angle inward, causing the hall to shrink and contract down, reaching 6 inches in height and width at the hall's far end and completely blocking access to the hall's exit door for anything but a Tiny creature [Squeezing](/Actions.aspx?ID=31).\n\n---\r\n**Reset**\r\nAfter 10 minutes without weight being placed on this hall's floor, this trap resets, returning the hall to its original size.","name":"Shrinking Hall","rarity":"common","release_date":"2022-07-27","reset":"After 10 minutes without weight being placed on this hall's floor, this trap resets, returning the hall to its original size.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 123</row>","speed":{},"stealth":"DC 18","summary":"This hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible.","summary_markdown":"This hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible.","text":" Shrinking Hall Source Dark Archive pg. 123 Complexity Simple This hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible. --- Stealth DC 18 Disable DC 21 Thievery (trained) to jam the scales built into the floor Shrink Reaction Trigger 100 pounds of weight or more is placed on the hallway's floor; Effect The hall's last 40 feet of walls angle inward, causing the hall to shrink and contract down, reaching 6 inches in height and width at the hall's far end and completely blocking access to the hall's exit door for anything but a Tiny creature Squeezing. --- Reset After 10 minutes without weight being placed on this hall's floor, this trap resets, returning the hall to its original size.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=183","weakness":{}}},{"_index":"aon18","_id":"hazard-184","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Succeeding on a Perception check against the Stealth DC of 21 (including the check to find the trap) disbelieves the illusory floor, or dispel magic (2nd level; counteract DC 18) to dispel the illusory floor; dispel magic (2nd level; counteract DC 20) to dispel the magical silence","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-184","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[False Floor](/Hazards.aspx?ID=184)</title>\r\n\r\n<traits>\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is magically silenced—no sound is audible within nor does sound leave this space.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained; or 0 if the illusory floor is dispelled)\r\n\r\n**Disable**\r\nSucceeding on a Perception check against the [Stealth](/Skills.aspx?ID=15) DC of 21 (including the check to find the trap) disbelieves the illusory floor, or [_dispel magic_](/Spells.aspx?ID=78) (2nd level; [counteract](/Rules.aspx?ID=371) DC 18) to dispel the illusory floor; _dispel magic_ (2nd level; counteract DC 20) to dispel the magical silence\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Drop** <actions string=\"Reaction\" /> **Trigger** A creature walks onto the illusory floor; **Effect** The triggering creature falls through the illusory floor and takes falling damage (typically 20 bludgeoning damage). That creature can use the [Grab an Edge](/Actions.aspx?ID=95) reaction to avoid falling. The DC to [Climb](/Actions.aspx?ID=33) the walls or Grab an Edge is 20.\n\n---\r\n**Reset**\r\nautomatic","name":"False Floor","rarity":"common","release_date":"2022-07-27","reset":"automatic","resistance":{},"school":"illusion","search_markdown":"<traits>\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is …\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 123</row>","speed":{},"stealth":"DC 23 (trained; or 0 if the illusory floor is dispelled)","summary":"The floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is …","summary_markdown":"The floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is …","text":" False Floor Source Dark Archive pg. 123 Complexity Simple The floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is magically silenced—no sound is audible within nor does sound leave this space. --- Stealth DC 23 (trained; or 0 if the illusory floor is dispelled) Disable Succeeding on a Perception check against the Stealth DC of 21 (including the check to find the trap) disbelieves the illusory floor, or dispel magic (2nd level; counteract DC 18) to dispel the illusory floor; dispel magic (2nd level; counteract DC 20) to dispel the magical silence Drop Reaction Trigger A creature walks onto the illusory floor; Effect The triggering creature falls through the illusory floor and takes falling damage (typically 20 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling. The DC to Climb the walls or Grab an Edge is 20. --- Reset automatic","trait":["Illusion","Magical","Trap"],"trait_markdown":"[Illusion](/Traits.aspx?ID=92), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Illusion","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=184","weakness":{}}},{"_index":"aon18","_id":"hazard-185","_score":4.0463834,"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 23 Thievery (expert) to disrupt the tracks","exclude_from_search":false,"fortitude_save":15,"hardness":14,"hardness_raw":"14","hazard_type":"Trap","hp":54,"hp_raw":"54 (BT 27)","id":"hazard-185","immunity":["object immunities"],"immunity_markdown":"object immunities","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Entrapping Chair](/Hazards.aspx?ID=185)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA chair on concealed tracks surges forward, knocking a creature into the chair's seat and trapping them in place with clamping armrests.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 26 (0 to notice the chair)\r\n\r\n**Disable**\r\nDC 23 [Thievery](/Skills.aspx?ID=17) (expert) to disrupt the tracks\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +15, **Ref** +9\r\n\r\n**Hardness**\r\n14\r\n\r\n**HP**\r\n54 (BT 27)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Take a Seat!** <actions string=\"Reaction\" /> **Trigger** A creature steps on the track; **Effect** The chair rockets forward along the track and slams into the triggering creature, dealing 3d8+15 bludgeoning damage. A creature who succeeds at a DC 22 Reflex save takes no damage and moves out of the chair's path into a random adjacent square not containing the track. A creature who fails this saving throw is knocked into the chair's seat and immediately captured by the armrests, becoming [grabbed](/Conditions.aspx?ID=20) (restrained on a critical failure; [Escape](/Actions.aspx?ID=79) DC 26).\n\n---\r\n**Reset**\r\nThe trap resets automatically over 2 rounds if the chair is unoccupied.","name":"Entrapping Chair","rarity":"common","reflex_save":9,"release_date":"2022-07-27","reset":"The trap resets automatically over 2 rounds if the chair is unoccupied.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA chair on concealed tracks surges forward, knocking a creature into the chair's seat and trapping them in place with clamping armrests.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 123</row>","speed":{},"stealth":"DC 26 (0 to notice the chair)","summary":"A chair on concealed tracks surges forward, knocking a creature into the chair's seat and trapping them in place with clamping armrests.","summary_markdown":"A chair on concealed tracks surges forward, knocking a creature into the chair's seat and trapping them in place with clamping armrests.","text":" Entrapping Chair Source Dark Archive pg. 123 Complexity Simple A chair on concealed tracks surges forward, knocking a creature into the chair's seat and trapping them in place with clamping armrests. --- Stealth DC 26 (0 to notice the chair) Disable DC 23 Thievery (expert) to disrupt the tracks AC 22, Fort +15, Ref +9 Hardness 14 HP 54 (BT 27) Immunities object immunities Take a Seat! Reaction Trigger A creature steps on the track; Effect The chair rockets forward along the track and slams into the triggering creature, dealing 3d8+15 bludgeoning damage. A creature who succeeds at a DC 22 Reflex save takes no damage and moves out of the chair's path into a random adjacent square not containing the track. A creature who fails this saving throw is knocked into the chair's seat and immediately captured by the armrests, becoming grabbed (restrained on a critical failure; Escape DC 26). --- Reset The trap resets automatically over 2 rounds if the chair is unoccupied.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=185","weakness":{}}},{"_index":"aon18","_id":"hazard-186","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 28 Thievery (trained) to disrupt the magical energy, or DC 27 Arcana or Occultism (trained) to realign the magical energy","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-186","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[False Step Floor](/Hazards.aspx?ID=186)</title>\r\n\r\n<traits>\r\n<trait label=\"Conjuration\" url=\"/Traits.aspx?ID=33\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Teleportation\" url=\"/Traits.aspx?ID=156\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nEach time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the ceiling, landing on the floor.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25\r\n\r\n**Disable**\r\nDC 28 [Thievery](/Skills.aspx?ID=17) (trained) to disrupt the magical energy, or DC 27 [Arcana](/Skills.aspx?ID=2) or [Occultism](/Skills.aspx?ID=11) (trained) to realign the magical energy\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**False Step** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), [teleportation](/Traits.aspx?ID=156)) **Trigger** A creature enters the room and steps onto the floor; **Effect** The creature slips through the floor; it tumbles through an interdimensional void before falling back into the room through the ceiling and landing on the floor. The triggering creature takes 40 bludgeoning damage from the fall. That creature can try to [Grab an Edge](/Actions.aspx?ID=95) (DC 24) to avoid falling.\n\n---\r\n**Reset**\r\nautomatic","name":"False Step Floor","rarity":"common","release_date":"2022-07-27","reset":"automatic","resistance":{},"school":"conjuration","search_markdown":"<traits>\r\n<trait label=\"Conjuration\" url=\"/Traits.aspx?ID=33\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Teleportation\" url=\"/Traits.aspx?ID=156\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEach time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the …\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 123</row>","speed":{},"stealth":"DC 25","summary":"Each time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the …","summary_markdown":"Each time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the …","text":" False Step Floor Source Dark Archive pg. 123 Complexity Simple Each time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the ceiling, landing on the floor. --- Stealth DC 25 Disable DC 28 Thievery (trained) to disrupt the magical energy, or DC 27 Arcana or Occultism (trained) to realign the magical energy False Step Reaction (arcane, conjuration, teleportation) Trigger A creature enters the room and steps onto the floor; Effect The creature slips through the floor; it tumbles through an interdimensional void before falling back into the room through the ceiling and landing on the floor. The triggering creature takes 40 bludgeoning damage from the fall. That creature can try to Grab an Edge (DC 24) to avoid falling. --- Reset automatic","trait":["Conjuration","Magical","Teleportation","Trap"],"trait_markdown":"[Conjuration](/Traits.aspx?ID=33), [Magical](/Traits.aspx?ID=103), [Teleportation](/Traits.aspx?ID=156), [Trap](/Traits.aspx?ID=158)","trait_raw":["Conjuration","Magical","Teleportation","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=186","weakness":{}}},{"_index":"aon18","_id":"hazard-187","_score":4.0463834,"_source":{"ac":33,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 38 Thievery (master) to deface the mirror's pane, or dispel magic (7th level; counteract DC 36) to dispel the mirror or counteract the transformation","exclude_from_search":false,"fortitude_save":28,"hardness":24,"hardness_raw":"24","hazard_type":"Trap","hp":90,"hp_raw":"90 (BT 45)","id":"hazard-187","immunity":["object immunities"],"immunity_markdown":"object immunities","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Distortion Mirror](/Hazards.aspx?ID=187)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Transmutation\" url=\"/Traits.aspx?ID=157\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nFun-house mirrors distort a viewer's reflection, painfully reshaping their body to match what appears in the reflected images.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 38; 0 to notice the mirror\r\n\r\n**Disable**\r\nDC 38 [Thievery](/Skills.aspx?ID=17) (master) to deface the mirror's pane, or [_dispel magic_](/Spells.aspx?ID=78) (7th level; counteract DC 36) to dispel the mirror or counteract the transformation\n\n<column gap=\"tiny\">\r\n\r\n**AC** 33, **Fort** +28, **Ref** +22\r\n\r\n**Hardness**\r\n24\r\n\r\n**HP**\r\n90 (BT 45)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Painful Transformation** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A creature is reflected in the mirror; Effect The triggering creature's body is painfully squished, stretched, and distorted to match their reflection. The creature takes 6d10+30 force damage and must attempt a DC 39 Fortitude save.\r\n\r\n**Critical Success** The target is unaffected.<br />\r\n**Success** The target takes half damage and is [clumsy 1](/Conditions.aspx?ID=3) and [enfeebled 1](/Conditions.aspx?ID=13) for 1 round.<br />\r\n**Failure** The target takes full damage and is clumsy 2 and enfeebled 2 for 4 rounds.<br />\r\n**Critical Failure** The target takes double damage and is clumsy 2 and enfeebled 2 for 1 minute. As long as the creature is clumsy or enfeebled, it additionally takes a 10-foot status penalty to its Speeds. \n\nWhen the effects of this trap end, the triggering creature's transformation ends, and its body reverts to its natural form.\n\n---\r\n**Reset**\r\n1 day","name":"Distortion Mirror","rarity":"common","reflex_save":22,"release_date":"2022-07-27","reset":"1 day","resistance":{},"school":"transmutation","search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Transmutation\" url=\"/Traits.aspx?ID=157\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 123</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFun-house mirrors distort a viewer's reflection, painfully reshaping their body to match what appears in the reflected images.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 123</row>","speed":{},"stealth":"DC 38; 0 to notice the mirror","summary":"Fun-house mirrors distort a viewer's reflection, painfully reshaping their body to match what appears in the reflected images.","summary_markdown":"Fun-house mirrors distort a viewer's reflection, painfully reshaping their body to match what appears in the reflected images.","text":" Distortion Mirror Source Dark Archive pg. 123 Complexity Simple Fun-house mirrors distort a viewer's reflection, painfully reshaping their body to match what appears in the reflected images. --- Stealth DC 38; 0 to notice the mirror Disable DC 38 Thievery (master) to deface the mirror's pane, or dispel magic (7th level; counteract DC 36) to dispel the mirror or counteract the transformation AC 33, Fort +28, Ref +22 Hardness 24 HP 90 (BT 45) Immunities object immunities Painful Transformation Reaction (attack) Trigger A creature is reflected in the mirror; Effect The triggering creature's body is painfully squished, stretched, and distorted to match their reflection. The creature takes 6d10+30 force damage and must attempt a DC 39 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is clumsy 1 and enfeebled 1 for 1 round. Failure The target takes full damage and is clumsy 2 and enfeebled 2 for 4 rounds. Critical Failure The target takes double damage and is clumsy 2 and enfeebled 2 for 1 minute. As long as the creature is clumsy or enfeebled, it additionally takes a 10-foot status penalty to its Speeds. When the effects of this trap end, the triggering creature's transformation ends, and its body reverts to its natural form. --- Reset 1 day","trait":["Magical","Transmutation","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Transmutation](/Traits.aspx?ID=157), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Transmutation","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=187","weakness":{}}},{"_index":"aon18","_id":"hazard-188","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 43 Thievery (master) to drain the sigil's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the sigil","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-188","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Sigil of Deepest Fears](/Hazards.aspx?ID=188)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 124</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn arcane sigil forces creatures to confront their greatest fear.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 43 (master)\r\n\r\n**Disable**\r\nDC 43 [Thievery](/Skills.aspx?ID=17) (master) to drain the sigil's power harmlessly, or [_dispel magic_](/Spells.aspx?ID=78) (9th level; [counteract](/Rules.aspx?ID=371) DC 42) to counteract the sigil\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Face Your Fear** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [death](/Traits.aspx?ID=40), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106)) **Trigger** A creature moves within 10 feet of the sigil; **Effect** All creatures within 120 feet of the sigil are affected by a [_weird_](/Spells.aspx?ID=375) spell (DC 40 Will save).\n\n---\r\n**Reset**\r\n1 day","name":"Sigil of Deepest Fears","rarity":"common","release_date":"2022-07-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 124</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn arcane sigil forces creatures to confront their greatest fear.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 124</row>","speed":{},"stealth":"DC 43 (master)","summary":"An arcane sigil forces creatures to confront their greatest fear.","summary_markdown":"An arcane sigil forces creatures to confront their greatest fear.","text":" Sigil of Deepest Fears Source Dark Archive pg. 124 Complexity Simple An arcane sigil forces creatures to confront their greatest fear. --- Stealth DC 43 (master) Disable DC 43 Thievery (master) to drain the sigil's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the sigil Face Your Fear Reaction (arcane, death, emotion, fear, illusion, mental) Trigger A creature moves within 10 feet of the sigil; Effect All creatures within 120 feet of the sigil are affected by a weird spell (DC 40 Will save). --- Reset 1 day","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=188","weakness":{}}},{"_index":"aon18","_id":"hazard-189","_score":4.0463834,"_source":{"ac":45,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 48 Occultism (legendary) to free the spirits from the mirror, or DC 48 Religion (legendary) to banish the spirits","exclude_from_search":false,"fortitude_save":36,"hardness":35,"hardness_raw":"35 (window)","hazard_type":"Haunt","hp":132,"hp_raw":"132 (BT 66)","id":"hazard-189","immunity":["object immunities"],"immunity_markdown":"object immunities","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Spirit Window](/Hazards.aspx?ID=189)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 124</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSpirits trapped inside a haunted window harm those who touch the window.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 51\r\n\r\n**Disable**\r\nDC 48 [Occultism](/Skills.aspx?ID=11) (legendary) to free the spirits from the mirror, or DC 48 [Religion](/Skills.aspx?ID=13) (legendary) to banish the spirits\n\n<column gap=\"tiny\">\r\n\r\n**AC** 45, **Fort** +36, **Ref** +30\r\n\r\n**Hardness**\r\n35\r\n\r\n**HP**\r\n132 (BT 66)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Siphon Soul** <actions string=\"Reaction\" /> ([evil](/Traits.aspx?ID=64), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118), [occult](/Traits.aspx?ID=120)) **Trigger** A creature touches the window; **Effect** The triggering creature takes 8d10+44 negative damage (DC 42 [basic](/Rules.aspx?ID=329) Will save) as the window attempts to steal their soul. If this damage would kill the target, its soul is trapped inside the window with the effects of [_bind soul_](/Spells.aspx?ID=21).\n\n---\r\n**Reset**\r\n1 round","name":"Spirit Window","rarity":"common","reflex_save":30,"release_date":"2022-07-27","reset":"1 round","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 124</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSpirits trapped inside a haunted window harm those who touch the window.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 124</row>","speed":{},"stealth":"DC 51","summary":"Spirits trapped inside a haunted window harm those who touch the window.","summary_markdown":"Spirits trapped inside a haunted window harm those who touch the window.","text":" Spirit Window Source Dark Archive pg. 124 Complexity Simple Spirits trapped inside a haunted window harm those who touch the window. --- Stealth DC 51 Disable DC 48 Occultism (legendary) to free the spirits from the mirror, or DC 48 Religion (legendary) to banish the spirits AC 45, Fort +36, Ref +30 Hardness 35 HP 132 (BT 66) Immunities object immunities Siphon Soul Reaction (evil, necromancy, negative, occult) Trigger A creature touches the window; Effect The triggering creature takes 8d10+44 negative damage (DC 42 basic Will save) as the window attempts to steal their soul. If this damage would kill the target, its soul is trapped inside the window with the effects of bind soul . --- Reset 1 round","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=189","weakness":{}}},{"_index":"aon18","_id":"hazard-190","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 28 Thievery (expert) to reposition each mirror, or dispel magic (3rd level; counteract DC 25) to counteract each mirror","exclude_from_search":false,"fortitude_save":17,"hardness":13,"hardness_raw":"13 per mirror","hazard_type":"Trap","hp":54,"hp_raw":"54 (BT 27)","id":"hazard-190","immunity":["object immunities"],"immunity_markdown":"object immunities","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Clone Mirrors](/Hazards.aspx?ID=190)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 124</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nTwo opposing mirrors spawn illusory duplicates of creatures in the hall in an unending tide.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 21\r\n\r\n**Disable**\r\nDC 28 [Thievery](/Skills.aspx?ID=17) (expert) to reposition each mirror, or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; [counteract](/Rules.aspx?ID=371) DC 25) to counteract each mirror\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +17, **Ref** +11\r\n\r\n**Hardness**\r\n13\r\n\r\n**HP**\r\n54 (BT 27)\r\n\r\n**Immunities**\r\nobject immunities\n\n</column>\r\n\r\n**Spawn Reflection** <actions string=\"Reaction\" /> ([illusion](/Traits.aspx?ID=92)) **Trigger** A creature is reflected in the mirror; **Effect** The mirror creates a reflection of the triggering creature, which Steps out of the mirror and into the hall. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) This trap loses 1 action for each mirror disabled. Each mirror uses 1 action to Spawn a Reflection of a creature reflected in the mirror. The hazard can have a maximum of four reflections spawned at once.\n\n---\n\n **Reflection** AC 24; **Fort** +11, **Ref** +17<br /> **Reflection** **HP** 30; **Immunities** object immunities<br /> **Reflection Routine** (2 actions) Each reflection has 2 actions which it uses to Step, Stride, or Strike (in any combination). Reflections can act on the same turn they're created.<br /> **Reflection Speed** 50 feet<br /> **Melee** <actions string=\"Single Action\" /> reflected weapon +17 ([versatile P](/Traits.aspx?ID=200), versatile S), **Damage** 2d6+8 bludgeoning\r\n\r\n---\r\n**Reset**\r\n1 day","name":"Clone Mirrors","rarity":"common","reflex_save":11,"release_date":"2022-07-27","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 124</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTwo opposing mirrors spawn illusory duplicates of creatures in the hall in an unending tide.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 124</row>","speed":{},"stealth":"DC 21","summary":"Two opposing mirrors spawn illusory duplicates of creatures in the hall in an unending tide.","summary_markdown":"Two opposing mirrors spawn illusory duplicates of creatures in the hall in an unending tide.","text":" Clone Mirrors Source Dark Archive pg. 124 Complexity Complex Two opposing mirrors spawn illusory duplicates of creatures in the hall in an unending tide. --- Stealth DC 21 Disable DC 28 Thievery (expert) to reposition each mirror, or dispel magic (3rd level; counteract DC 25) to counteract each mirror AC 21, Fort +17, Ref +11 Hardness 13 HP 54 (BT 27) Immunities object immunities Spawn Reflection Reaction (illusion) Trigger A creature is reflected in the mirror; Effect The mirror creates a reflection of the triggering creature, which Steps out of the mirror and into the hall. The trap then rolls initiative. --- Routine (2 actions) This trap loses 1 action for each mirror disabled. Each mirror uses 1 action to Spawn a Reflection of a creature reflected in the mirror. The hazard can have a maximum of four reflections spawned at once. --- Reflection AC 24; Fort +11, Ref +17 Reflection HP 30; Immunities object immunities Reflection Routine (2 actions) Each reflection has 2 actions which it uses to Step, Stride, or Strike (in any combination). Reflections can act on the same turn they're created. Reflection Speed 50 feet Melee Single Action reflected weapon +17 (versatile P, versatile S), Damage 2d6+8 bludgeoning --- Reset 1 day","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=190","weakness":{}}},{"_index":"aon18","_id":"hazard-191","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 28 Thievery (trained) to stabilize each wall, or dispel magic (4th level; counteract DC 26) to counteract each wall","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-191","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Constricting Hall](/Hazards.aspx?ID=191)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 124</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA hall's four walls become fluid and elastic when a creature reaches the hall's midpoint.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 31\r\n\r\n**Disable**\r\nDC 28 [Thievery](/Skills.aspx?ID=17) (trained) to stabilize each wall, or [_dispel magic_](/Spells.aspx?ID=78) (4th level; [counteract](/Rules.aspx?ID=371) DC 26) to counteract each wall\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Lose Form** <actions string=\"Reaction\" /> ([occult](/Traits.aspx?ID=120), [transmutation](/Traits.aspx?ID=157)) **Trigger** A creature reaches the hall's midpoint; **Effect** The hall's walls lose their rigidity, becoming fluid and elastic. The hall becomes difficult terrain, and each creature in the hall is knocked [prone](/Conditions.aspx?ID=31) unless they succeed at a DC 26 Reflex save. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) This trap loses 1 action each round for each wall that has been disabled. Each wall uses 1 action to slam back and forth rapidly, pummeling one creature in the hall with a wall Strike. On a hit, the target is additionally knocked prone. The walls distribute the attacks as evenly as possible among creatures in the hall, and the Strikes don't apply the trap's multiple attack penalty.<br /> **Melee** <actions string=\"Single Action\" /> wall +20, **Damage** 2d10+11 bludgeoning\r\n\r\n---\r\n**Reset**\r\n1 hour","name":"Constricting Hall","rarity":"common","release_date":"2022-07-27","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 124</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA hall's four walls become fluid and elastic when a creature reaches the hall's midpoint.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 124</row>","speed":{},"stealth":"DC 31","summary":"A hall's four walls become fluid and elastic when a creature reaches the hall's midpoint.","summary_markdown":"A hall's four walls become fluid and elastic when a creature reaches the hall's midpoint.","text":" Constricting Hall Source Dark Archive pg. 124 Complexity Complex A hall's four walls become fluid and elastic when a creature reaches the hall's midpoint. --- Stealth DC 31 Disable DC 28 Thievery (trained) to stabilize each wall, or dispel magic (4th level; counteract DC 26) to counteract each wall Lose Form Reaction (occult, transmutation) Trigger A creature reaches the hall's midpoint; Effect The hall's walls lose their rigidity, becoming fluid and elastic. The hall becomes difficult terrain, and each creature in the hall is knocked prone unless they succeed at a DC 26 Reflex save. The trap then rolls initiative. --- Routine (4 actions) This trap loses 1 action each round for each wall that has been disabled. Each wall uses 1 action to slam back and forth rapidly, pummeling one creature in the hall with a wall Strike. On a hit, the target is additionally knocked prone. The walls distribute the attacks as evenly as possible among creatures in the hall, and the Strikes don't apply the trap's multiple attack penalty. Melee Single Action wall +20, Damage 2d10+11 bludgeoning --- Reset 1 hour","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=191","weakness":{}}},{"_index":"aon18","_id":"hazard-192","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 30 Thievery (expert) twice to scratch out the runes, or dispel magic (5th level; counteract DC 30) to counteract the planar runes; DC 32 Athletics to shut the door if it's open (using Athletics only stops the trap, it doesn't fully disable it)","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-192","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Exhaling Portal](/Hazards.aspx?ID=192)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 125</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nMagic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 33\r\n\r\n**Disable**\r\nDC 30 [Thievery](/Skills.aspx?ID=17) (expert) twice to scratch out the runes, or [_dispel magic_](/Spells.aspx?ID=78) (5th level; [counteract](/Rules.aspx?ID=371) DC 30) to counteract the planar runes; DC 32 [Athletics](/Skills.aspx?ID=3) to shut the door if it's open (using Athletics only stops the trap, it doesn't fully disable it)\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Gust** <actions string=\"Reaction\" /> ([air](/Traits.aspx?ID=5), [conjuration](/Traits.aspx?ID=33)) **Trigger** A creature opens the door; **Effect** The hall is buffeted by powerful winds for as long as the door remains open. A creature must succeed at a DC 32 Athletics check to move toward the door. A creature who fails at this check is pushed back 5 feet and falls [prone](/Conditions.aspx?ID=31).\n\n Additionally, the triggering creature is blasted by a powerful gust of wind and must attempt a DC 32 Fortitude save. The trap then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [pushed](/Rules.aspx?ID=451) back 5 feet.<br />\r\n**Failure** The creature is pushed back 10 feet.<br />\r\n**Critical Failure** The creature is pushed back 10 feet and knocked prone.\r\n\r\n---\r\n**Routine**\r\n(1 action) The trap uses 1 action to blow powerful winds down the hall. Each creature in the hall must attempt a DC 32 Fortitude save with the same results as Gust. If this forced movement would cause a creature to collide with a solid object or fall downstairs or out a window, that creature takes an additional 2d10+11 bludgeoning damage (or 20 damage due to a fall).\r\n\r\n---\r\n**Reset**\r\nAutomatic after the door is shut","name":"Exhaling Portal","rarity":"common","release_date":"2022-07-27","reset":"Automatic after the door is shut","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 125</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 125"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 125</row>","speed":{},"stealth":"DC 33","summary":"Magic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall.","summary_markdown":"Magic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall.","text":" Exhaling Portal Source Dark Archive pg. 125 Complexity Complex Magic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall. --- Stealth DC 33 Disable DC 30 Thievery (expert) twice to scratch out the runes, or dispel magic (5th level; counteract DC 30) to counteract the planar runes; DC 32 Athletics to shut the door if it's open (using Athletics only stops the trap, it doesn't fully disable it) Gust Reaction (air, conjuration) Trigger A creature opens the door; Effect The hall is buffeted by powerful winds for as long as the door remains open. A creature must succeed at a DC 32 Athletics check to move toward the door. A creature who fails at this check is pushed back 5 feet and falls prone. Additionally, the triggering creature is blasted by a powerful gust of wind and must attempt a DC 32 Fortitude save. The trap then rolls initiative. Critical Success The creature is unaffected. Success The creature is pushed back 5 feet. Failure The creature is pushed back 10 feet. Critical Failure The creature is pushed back 10 feet and knocked prone. --- Routine (1 action) The trap uses 1 action to blow powerful winds down the hall. Each creature in the hall must attempt a DC 32 Fortitude save with the same results as Gust. If this forced movement would cause a creature to collide with a solid object or fall downstairs or out a window, that creature takes an additional 2d10+11 bludgeoning damage (or 20 damage due to a fall). --- Reset Automatic after the door is shut","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=192","weakness":{}}},{"_index":"aon18","_id":"hazard-193","_score":4.0463834,"_source":{"ac":34,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 36 Nature (expert) to calm each hound, or DC 38 Occultism (master) to banish each hound","exclude_from_search":false,"fortitude_save":20,"hazard_type":"Haunt","hp":60,"hp_raw":"60 per hound","id":"hazard-193","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Bounding Hounds](/Hazards.aspx?ID=193)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 125</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree phantom hounds chase down intruders, damaging any they pass through.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 37\r\n\r\n**Disable**\r\nDC 36 [Nature](/Skills.aspx?ID=10) (expert) to calm each hound, or DC 38 [Occultism](/Skills.aspx?ID=11) (master) to banish each hound\n\n<column gap=\"tiny\">\r\n\r\n**AC** 34, **Fort** +20, **Ref** +26, **Will** +20\n\n**HP**\r\n60 per hound\n\n**Resistances**\r\nall damage 10 (except [force](/Traits.aspx?ID=75), [_ghost touch_](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance to non-[magical](/Traits.aspx?ID=103))\r\n\r\n</column>\r\n\r\n**Bay** <actions string=\"Reaction\" /> ([evocation](/Traits.aspx?ID=65), [sonic](/Traits.aspx?ID=147)) **Trigger** A creature enters the area; **Effect** The hounds manifest and bay loudly, dealing 3d10+16 sonic damage to all creatures within 30 feet of the hounds (DC 33 [basic](/Rules.aspx?ID=329) Fortitude save). On a failed check, a creature is additionally [frightened 2](/Conditions.aspx?ID=19). The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(9 actions) The trap loses 3 actions each round for each hound disabled. Each hound uses three actions to Stride 40 feet after creatures in the room, passing through corporeal creatures during this movement if possible. Each creature the hound moves through during its movement takes 2d8+7 negative damage (DC 37 Reflex negates). A creature can only be damaged by each hound once each round, no matter how many times the hound moves through their space.\r\n\r\n---\r\n**Reset**\r\n1 hour","name":"Bounding Hounds","rarity":"common","reflex_save":26,"release_date":"2022-07-27","reset":"1 hour","resistance":{"acid":10,"all":10,"area":10,"bleed":10,"bludgeoning":10,"chaotic":10,"cold":10,"cold_iron":10,"electricity":10,"evil":10,"fire":10,"good":10,"lawful":10,"mental":10,"negative":10,"orichalcum":10,"physical":10,"piercing":10,"poison":10,"precision":10,"silver":10,"slashing":10,"sonic":10,"splash":10},"resistance_markdown":"all damage 10 (except [force](/Traits.aspx?ID=75), [_ghost touch_](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance to non-[magical](/Traits.aspx?ID=103))","resistance_raw":"all damage 10 (except force , ghost touch , or positive ; double resistance to non- magical )","search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 125</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree phantom hounds chase down intruders, damaging any they pass through.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 125"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 125</row>","speed":{},"stealth":"DC 37","summary":"Three phantom hounds chase down intruders, damaging any they pass through.","summary_markdown":"Three phantom hounds chase down intruders, damaging any they pass through.","text":" Bounding Hounds Source Dark Archive pg. 125 Complexity Complex Three phantom hounds chase down intruders, damaging any they pass through. --- Stealth DC 37 Disable DC 36 Nature (expert) to calm each hound, or DC 38 Occultism (master) to banish each hound AC 34, Fort +20, Ref +26, Will +20 HP 60 per hound Resistances all damage 10 (except force, ghost touch , or positive; double resistance to non-magical) Bay Reaction (evocation, sonic) Trigger A creature enters the area; Effect The hounds manifest and bay loudly, dealing 3d10+16 sonic damage to all creatures within 30 feet of the hounds (DC 33 basic Fortitude save). On a failed check, a creature is additionally frightened 2. The trap then rolls initiative. --- Routine (9 actions) The trap loses 3 actions each round for each hound disabled. Each hound uses three actions to Stride 40 feet after creatures in the room, passing through corporeal creatures during this movement if possible. Each creature the hound moves through during its movement takes 2d8+7 negative damage (DC 37 Reflex negates). A creature can only be damaged by each hound once each round, no matter how many times the hound moves through their space. --- Reset 1 hour","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=193","weakness":{},"will_save":20}},{"_index":"aon18","_id":"hazard-194","_score":4.0463834,"_source":{"ac":40,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 43 Thievery (master) to steal the cloth before the spirit manifests, or DC 47 Athletics to pull the cloth off the spirit after it manifests","exclude_from_search":false,"fortitude_save":26,"hazard_type":"Haunt","hp":230,"hp_raw":"230","id":"hazard-194","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Shrouded Assailant](/Hazards.aspx?ID=194)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 125</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA spirit steps out of a covered mirror, pulling off and becoming shrouded in the cloth, which reveals the mirror. The shrouded figure attacks the living until the cloth is yanked off, which banishes the formless spirit.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 43\r\n\r\n**Disable**\r\nDC 43 [Thievery](/Skills.aspx?ID=17) (master) to steal the cloth before the spirit manifests, or DC 47 [Athletics](/Skills.aspx?ID=3) to pull the cloth off the spirit after it manifests\n\n<column gap=\"tiny\">\r\n\r\n**AC** 40, **Fort** +26, **Ref** +32, **Will** +35\n\n**Spirit HP**\r\n230\n\n**Resistances**\r\nall damage 20 (except [force](/Traits.aspx?ID=75), [_ghost touch_](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance to non-[magical](/Traits.aspx?ID=103))\r\n\r\n</column>\r\n\r\n**Don Shroud** <actions string=\"Reaction\" /> ([occult](/Traits.aspx?ID=120)) **Trigger** A creature enters the area; **Effect** The spirit steps out of the mirror, wearing the cloth as a shroud and revealing the mirror. The triggering creature is [frightened 3](/Conditions.aspx?ID=19) unless they succeed at a DC 38 Will save. The haunt then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The spirit uses 3 actions to Step, fly 60 feet, or Strike, in any order. On a successful Strike the spirit's target is frightened 1, and on a critical success, the target is frightened 2.<br /> **Melee** <actions string=\"Single Action\" /> shrouded touch +33, **Damage** 3d12+19 force\r\n\r\n---\r\n**Reset**\r\nThe haunt can be reset if the mirror is covered in a cloth or shroud.","name":"Shrouded Assailant","rarity":"common","reflex_save":32,"release_date":"2022-07-27","reset":"The haunt can be reset if the mirror is covered in a cloth or shroud.","resistance":{"acid":20,"all":20,"area":20,"bleed":20,"bludgeoning":20,"chaotic":20,"cold":20,"cold_iron":20,"electricity":20,"evil":20,"fire":20,"good":20,"lawful":20,"mental":20,"negative":20,"orichalcum":20,"physical":20,"piercing":20,"poison":20,"precision":20,"silver":20,"slashing":20,"sonic":20,"splash":20},"resistance_markdown":"all damage 20 (except [force](/Traits.aspx?ID=75), [_ghost touch_](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance to non-[magical](/Traits.aspx?ID=103))","resistance_raw":"all damage 20 (except force , ghost touch , or positive ; double resistance to non- magical )","search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 125</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spirit steps out of a covered mirror, pulling off and becoming shrouded in the cloth, which reveals the mirror. The shrouded figure attacks the …\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 125"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 125</row>","speed":{},"stealth":"DC 43","summary":"A spirit steps out of a covered mirror, pulling off and becoming shrouded in the cloth, which reveals the mirror. The shrouded figure attacks the …","summary_markdown":"A spirit steps out of a covered mirror, pulling off and becoming shrouded in the cloth, which reveals the mirror. The shrouded figure attacks the …","text":" Shrouded Assailant Source Dark Archive pg. 125 Complexity Complex A spirit steps out of a covered mirror, pulling off and becoming shrouded in the cloth, which reveals the mirror. The shrouded figure attacks the living until the cloth is yanked off, which banishes the formless spirit. --- Stealth DC 43 Disable DC 43 Thievery (master) to steal the cloth before the spirit manifests, or DC 47 Athletics to pull the cloth off the spirit after it manifests AC 40, Fort +26, Ref +32, Will +35 Spirit HP 230 Resistances all damage 20 (except force, ghost touch , or positive; double resistance to non-magical) Don Shroud Reaction (occult) Trigger A creature enters the area; Effect The spirit steps out of the mirror, wearing the cloth as a shroud and revealing the mirror. The triggering creature is frightened 3 unless they succeed at a DC 38 Will save. The haunt then rolls initiative. --- Routine (3 actions) The spirit uses 3 actions to Step, fly 60 feet, or Strike, in any order. On a successful Strike the spirit's target is frightened 1, and on a critical success, the target is frightened 2. Melee Single Action shrouded touch +33, Damage 3d12+19 force --- Reset The haunt can be reset if the mirror is covered in a cloth or shroud.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=194","weakness":{},"will_save":35}},{"_index":"aon18","_id":"hazard-195","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 32 (master) Diplomacy or Deception to quell the fear and calm the pool or DC 35 Intimidation to give the pool something worse to fear; three successes required.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-195","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Thalassophobic Pool](/Hazards.aspx?ID=195)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 212</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe pool sucks in creatures that fall into it, making them sink into its endless depths.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (trained)\r\n\r\n**Disable**\r\nDC 32 (master) [Diplomacy](/Skills.aspx?ID=6) or [Deception](/Skills.aspx?ID=5) to quell the fear and calm the pool or DC 35 [Intimidation](/Skills.aspx?ID=7) to give the pool something worse to fear; three successes required.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Downpour** <actions string=\"Reaction\" /> **Trigger** A creature falls into the pool; **Effect** More water pours forth from the chalice. Creatures in the pool become clumsy 1, and they can't decrease their clumsy condition so long as they remain in the pool. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) Water from the chalice increases the depth of the water by 10 feet for each action. Each time this happens, creatures in the pool are pushed 10 feet down and take 1d6 bludgeoning damage. As the pool has no bottom, creatures in it can fall down indefinitely; they must [Swim](/Actions.aspx?ID=39) up to avoid drowning, but the water is especially choppy, so the [Athletics](/Skills.aspx?ID=3) DC is 25. The pool never overflows. Each successful check to Disable reduces the pool's actions by 1, and once the pool is completely Disabled, the water becomes still and the Athletics DC to Swim becomes 10.\r\n\r\n---\r\n**Reset**\r\nThe trap resets once there are no moving creatures in it.","name":"Thalassophobic Pool","rarity":"common","release_date":"2022-07-27","reset":"The trap resets once there are no moving creatures in it.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 212</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe pool sucks in creatures that fall into it, making them sink into its endless depths.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 212"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 212</row>","speed":{},"stealth":"DC 25 (trained)","summary":"The pool sucks in creatures that fall into it, making them sink into its endless depths.","summary_markdown":"The pool sucks in creatures that fall into it, making them sink into its endless depths.","text":" Thalassophobic Pool Source Dark Archive pg. 212 Complexity Complex The pool sucks in creatures that fall into it, making them sink into its endless depths. --- Stealth DC 25 (trained) Disable DC 32 (master) Diplomacy or Deception to quell the fear and calm the pool or DC 35 Intimidation to give the pool something worse to fear; three successes required. Downpour Reaction Trigger A creature falls into the pool; Effect More water pours forth from the chalice. Creatures in the pool become clumsy 1, and they can't decrease their clumsy condition so long as they remain in the pool. The trap then rolls initiative. --- Routine (3 actions) Water from the chalice increases the depth of the water by 10 feet for each action. Each time this happens, creatures in the pool are pushed 10 feet down and take 1d6 bludgeoning damage. As the pool has no bottom, creatures in it can fall down indefinitely; they must Swim up to avoid drowning, but the water is especially choppy, so the Athletics DC is 25. The pool never overflows. Each successful check to Disable reduces the pool's actions by 1, and once the pool is completely Disabled, the water becomes still and the Athletics DC to Swim becomes 10. --- Reset The trap resets once there are no moving creatures in it.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=195","weakness":{}}},{"_index":"aon18","_id":"hazard-196","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 34 Occultism or DC 36 Arcana to expel the magical compulsion from the current island and from any of the red ropes directly attached to it, darkening the rope in color. The Echo also automatically disables the hazard from any island he's standing on, and any of the red ropes directly attached to it, when he Reconstitutes from Thought on that island.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-196","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Call of the Void](/Hazards.aspx?ID=196)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 214</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert) to notice a slight tugging feeling\r\n\r\n**Disable**\r\nDC 34 [Occultism](/Skills.aspx?ID=11) or DC 36 [Arcana](/Skills.aspx?ID=2) to expel the magical compulsion from the current island and from any of the red ropes directly attached to it, darkening the rope in color. The [Echo](/Monsters.aspx?ID=2039) also automatically disables the hazard from any island he's standing on, and any of the red ropes directly attached to it, when he Reconstitutes from Thought on that island.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Leap into the Unknown** <actions string=\"Reaction\" /> ([enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)); **Trigger** A creature enters a square adjacent to the ledge of an island or steps onto one of the red ropes; **Effect** The call of the void tugs at the mind of intruders, compelling them to leap off the ledge. The creature must succeed at a DC 34 Will save or DC 32 [Acrobatics](/Skills.aspx?ID=1) check to [Balance](/Actions.aspx?ID=28) or else drop off the ledge. If the creature falls off, it drops 100 feet, loops through the closed space of the mindscape, and lands in the square it fell from, taking falling damage as normal (usually 50 bludgeoning damage). The call of the void then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The call targets all creatures adjacent to a ledge or on one of the red ropes and tugs at their minds. A creature who has already fallen this round is immune.\r\n\r\n---\r\n**Reset**\r\nThe call of the void persists as long as the Echo exists, though it doesn't activate until the Echo has rolled initiative. The hazard resets each day.","name":"Call of the Void","rarity":"unique","release_date":"2022-07-27","reset":"The call of the void persists as long as the Echo exists, though it doesn't activate until the Echo has rolled initiative. The hazard resets each day.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 214</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge.\r\n</summary>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 214</row>","speed":{},"stealth":"DC 25 (expert) to notice a slight tugging feeling","summary":"A supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge.","summary_markdown":"A supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge.","text":" Call of the Void Source Dark Archive pg. 214 Complexity Complex A supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge. --- Stealth DC 25 (expert) to notice a slight tugging feeling Disable DC 34 Occultism or DC 36 Arcana to expel the magical compulsion from the current island and from any of the red ropes directly attached to it, darkening the rope in color. The Echo also automatically disables the hazard from any island he's standing on, and any of the red ropes directly attached to it, when he Reconstitutes from Thought on that island. Leap into the Unknown Reaction (enchantment, mental); Trigger A creature enters a square adjacent to the ledge of an island or steps onto one of the red ropes; Effect The call of the void tugs at the mind of intruders, compelling them to leap off the ledge. The creature must succeed at a DC 34 Will save or DC 32 Acrobatics check to Balance or else drop off the ledge. If the creature falls off, it drops 100 feet, loops through the closed space of the mindscape, and lands in the square it fell from, taking falling damage as normal (usually 50 bludgeoning damage). The call of the void then rolls initiative. --- Routine (1 action) The call targets all creatures adjacent to a ledge or on one of the red ropes and tugs at their minds. A creature who has already fallen this round is immune. --- Reset The call of the void persists as long as the Echo exists, though it doesn't activate until the Echo has rolled initiative. The hazard resets each day.","trait":["Complex","Environmental","Magical","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Environmental","Magical","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=196","weakness":{}}},{"_index":"aon18","_id":"hazard-197","_score":4.0463834,"_source":{"ac":16,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 15 (trained) to loosen the gate's springs before it slams closed","exclude_from_search":false,"fortitude_save":10,"hardness":5,"hardness_raw":"5","hazard_type":"Trap","hp":20,"hp_raw":"20 (BT 10)","id":"hazard-197","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Slamming Gate](/Hazards.aspx?ID=197)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 17</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe heavy gate slams shut when opened more than halfway.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 17 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 15 (trained) to loosen the gate's springs before it slams closed\n\n<column gap=\"tiny\">\r\n\r\n**AC** 16, **Fort** +10, **Ref** +2\r\n\r\n**Hardness**\r\n5\r\n\r\n**HP**\r\n20 (BT 10)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Slam Shut** <actions string=\"Reaction\" /> **Trigger** The door is opened more than halfway; **Effect** The door slams shut and deals 3d8 bludgeoning damage to any creature in the way (DC 17 [basic](/Rules.aspx?ID=329) Reflex save). On a critical failure, the creature is also [restrained](/Conditions.aspx?ID=33) by the closed door until it [Escapes](/Actions.aspx?ID=79) (DC 17)\n\n---\r\n**Reset**\r\nThe trap can be reactivated (or deactivated, if it's active) by flipping a lever hidden in the nearby wall. A character [Searching](/Actions.aspx?ID=519) the area finds it with a successful DC 18 Perception check.","name":"Slamming Gate","rarity":"common","reflex_save":2,"release_date":"2022-07-27","reset":"The trap can be reactivated (or deactivated, if it's active) by flipping a lever hidden in the nearby wall. A character <%ACTIONS%519%%>Searching<%END> the area finds it with a successful DC 18 Perception check.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 17</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe heavy gate slams shut when opened more than halfway.\r\n</summary>","source":["Pathfinder #181: Zombie Feast"],"source_raw":["Pathfinder #181: Zombie Feast pg. 17"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 17</row>","speed":{},"stealth":"DC 17 (trained)","summary":"The heavy gate slams shut when opened more than halfway.","summary_markdown":"The heavy gate slams shut when opened more than halfway.","text":" Slamming Gate Source Pathfinder #181: Zombie Feast pg. 17 Complexity Simple The heavy gate slams shut when opened more than halfway. --- Stealth DC 17 (trained) Disable Thievery DC 15 (trained) to loosen the gate's springs before it slams closed AC 16, Fort +10, Ref +2 Hardness 5 HP 20 (BT 10) Immunities critical hits, object immunities, precision damage Slam Shut Reaction Trigger The door is opened more than halfway; Effect The door slams shut and deals 3d8 bludgeoning damage to any creature in the way (DC 17 basic Reflex save). On a critical failure, the creature is also restrained by the closed door until it Escapes (DC 17) --- Reset The trap can be reactivated (or deactivated, if it's active) by flipping a lever hidden in the nearby wall. A character Searching the area finds it with a successful DC 18 Perception check.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=197","weakness":{}}},{"_index":"aon18","_id":"hazard-198","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 18 Athletics (trained) to topple the mound and destroy it","exclude_from_search":false,"fortitude_save":11,"hardness":7,"hardness_raw":"7","hazard_type":"Environmental","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-198","immunity":["acid","critical hits","object immunities","precision damage"],"immunity_markdown":"[acid](/Traits.aspx?ID=3), critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Ostovite Nest](/Hazards.aspx?ID=198)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 26</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA nest of bones resembling an ant hill contains countless miniscule scavenger vermin with vicious, acid-dripping mandibles.\r\n\r\n---\r\n\r\n**Stealth**\r\n+11 (trained)\r\n\r\n**Disable**\r\nDC 18 [Athletics](/Skills.aspx?ID=3) (trained) to topple the mound and destroy it\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +11, **Ref** +5\r\n\r\n**Hardness**\r\n7\r\n\r\n**HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\n[acid](/Traits.aspx?ID=3), critical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\narea damage 5, bludgeoning 5, [splash](/Traits.aspx?ID=150) damage 5\n\n</column>\r\n\r\n**Skittering Surge** <actions string=\"Reaction\" /> **Trigger** A creature comes within 15 feet of the nest; **Effect** A mass of skittering ostovite hatchlings crawls all over the nest, spewing acid in all directions. Each creature within 30 feet of the nest takes 1d10+4 acid damage (DC 18 [basic](/Rules.aspx?ID=329) Reflex save). A creature who fails the save also takes 1 [persistent acid damage](/Conditions.aspx?ID=29). The hazard then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The hazard makes an acid spew Strike against the nearest creature.<br />**Ranged** <actions string=\"Single Action\" /> acid spew +11 (range increment 30 feet), **Damage** 1d10+4 acid\r\n\r\n---\r\n**Reset**\r\nThe hazard deactivates if there are no targets for its acid spew at the start of its turn. The hatchlings return to the nest, and the hazard resets. If damaged but not destroyed, the nest recovers 1d6 Hit Points per hour as the hatchlings repair it.","name":"Ostovite Nest","rarity":"rare","reflex_save":5,"release_date":"2022-07-27","reset":"The hazard deactivates if there are no targets for its acid spew at the start of its turn. The hatchlings return to the nest, and the hazard resets. If damaged but not destroyed, the nest recovers 1d6 Hit Points per hour as the hatchlings repair it.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 26</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA nest of bones resembling an ant hill contains countless miniscule scavenger vermin with vicious, acid-dripping mandibles.\r\n</summary>","source":["Pathfinder #181: Zombie Feast"],"source_raw":["Pathfinder #181: Zombie Feast pg. 26"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 26</row>","speed":{},"spoilers":"Blood Lords","stealth":"+11 (trained)","summary":"A nest of bones resembling an ant hill contains countless miniscule scavenger vermin with vicious, acid-dripping mandibles.","summary_markdown":"A nest of bones resembling an ant hill contains countless miniscule scavenger vermin with vicious, acid-dripping mandibles.","text":" Ostovite Nest Source Pathfinder #181: Zombie Feast pg. 26 Complexity Complex A nest of bones resembling an ant hill contains countless miniscule scavenger vermin with vicious, acid-dripping mandibles. --- Stealth +11 (trained) Disable DC 18 Athletics (trained) to topple the mound and destroy it AC 18, Fort +11, Ref +5 Hardness 7 HP 30 (BT 15) Immunities acid, critical hits, object immunities, precision damage Weaknesses area damage 5, bludgeoning 5, splash damage 5 Skittering Surge Reaction Trigger A creature comes within 15 feet of the nest; Effect A mass of skittering ostovite hatchlings crawls all over the nest, spewing acid in all directions. Each creature within 30 feet of the nest takes 1d10+4 acid damage (DC 18 basic Reflex save). A creature who fails the save also takes 1 persistent acid damage. The hazard then rolls initiative. --- Routine (1 action) The hazard makes an acid spew Strike against the nearest creature. Ranged Single Action acid spew +11 (range increment 30 feet), Damage 1d10+4 acid --- Reset The hazard deactivates if there are no targets for its acid spew at the start of its turn. The hatchlings return to the nest, and the hazard resets. If damaged but not destroyed, the nest recovers 1d6 Hit Points per hour as the hatchlings repair it.","trait":["Complex","Environmental","Rare"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Rare](/Traits.aspx?ID=137)","trait_raw":["Complex","Environmental","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=198","weakness":{"area":5,"bludgeoning":5},"weakness_markdown":"area damage 5, bludgeoning 5, [splash](/Traits.aspx?ID=150) damage 5","weakness_raw":"area damage 5, bludgeoning 5, splash damage 5"}},{"_index":"aon18","_id":"hazard-199","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Acrobatics (trained) or Stealth (trained) to shimmy past the bones without disturbing them, or deal any amount of damage to trigger the collapse from a distance","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-199","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Precarious Bone Pile](/Hazards.aspx?ID=199)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 37</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis ancient pile of bones appears stable, but the slightest disturbance topples them.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\nDC 20 [Acrobatics](/Skills.aspx?ID=1) (trained) or [Stealth](/Skills.aspx?ID=15) (trained) to shimmy past the bones without disturbing them, or deal any amount of damage to trigger the collapse from a distance\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A creature moves through the treacherous squares near the bone pile or damages the bones piled in one of the squares; **Effect** The bone pile collapses in a torrent of skeletal remains, spreading 5 feet in every direction from the bone pile's current area. This deals 6d4+9 bludgeoning damage to each creature within 5 feet of the bone pile (DC 20 [basic](/Rules.aspx?ID=329) Reflex save). The area becomes difficult terrain.","name":"Precarious Bone Pile","rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 37</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis ancient pile of bones appears stable, but the slightest disturbance topples them.\r\n</summary>","source":["Pathfinder #181: Zombie Feast"],"source_raw":["Pathfinder #181: Zombie Feast pg. 37"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 37</row>","speed":{},"stealth":"DC 23 (trained)","summary":"This ancient pile of bones appears stable, but the slightest disturbance topples them.","summary_markdown":"This ancient pile of bones appears stable, but the slightest disturbance topples them.","text":" Precarious Bone Pile Source Pathfinder #181: Zombie Feast pg. 37 Complexity Simple This ancient pile of bones appears stable, but the slightest disturbance topples them. --- Stealth DC 23 (trained) Disable DC 20 Acrobatics (trained) or Stealth (trained) to shimmy past the bones without disturbing them, or deal any amount of damage to trigger the collapse from a distance Collapse Reaction Trigger A creature moves through the treacherous squares near the bone pile or damages the bones piled in one of the squares; Effect The bone pile collapses in a torrent of skeletal remains, spreading 5 feet in every direction from the bone pile's current area. This deals 6d4+9 bludgeoning damage to each creature within 5 feet of the bone pile (DC 20 basic Reflex save). The area becomes difficult terrain.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=199","weakness":{}}},{"_index":"aon18","_id":"hazard-200","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 18 Acrobatics to approach without triggering the trap followed by DC 20 Thievery (trained) to disrupt the rune's summoning effect; alternatively, dispel magic (2nd level; counteract DC 17) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-200","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Summoning Rune](/Hazards.aspx?ID=200)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40, [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup>, [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 50, [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 51</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA cloud of invisible magical sensors floats in the square above an invisible floor rune.\r\n\r\n---\r\n\r\n**Stealth**\r\n+10 (trained)\r\n\r\n**Disable**\r\nDC 18 [Acrobatics](/Skills.aspx?ID=1) to approach without triggering the trap followed by DC 20 [Thievery](/Skills.aspx?ID=17) (trained) to disrupt the rune's summoning effect; alternatively, [_dispel magic_](/Spells.aspx?ID=78) (2nd level; [counteract](/Rules.aspx?ID=371) DC 17) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Summon Monster** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), [summoned](/Traits.aspx?ID=154)); **Trigger** A creature enters the cloud of magical sensors; **Effect** The trap summons a [cockatrice](/Monsters.aspx?ID=83). The cockatrice rolls initiative and remains for 2d6 rounds; after this duration, the spell ends and the cockatrice disappears. The cockatrice also disappears if someone disables the trap before the duration expires. The cockatrice can use 3 actions each round and can use reactions, unlike most summoned creatures.\n\n---\r\n**Reset**\r\nThe trap resets after 24 hours.","name":"Summoning Rune","rarity":"common","release_date":"2022-07-27","reset":"The trap resets after 24 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40, [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup>, [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 50, [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 51</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA cloud of invisible magical sensors floats in the square above an invisible floor rune.\r\n</summary>","source":["Pathfinder #181: Zombie Feast"],"source_raw":["Pathfinder #181: Zombie Feast pg. 40"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40, [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup>, [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 50, [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 51</row>","speed":{},"stealth":"+10 (trained)","summary":"A cloud of invisible magical sensors floats in the square above an invisible floor rune.","summary_markdown":"A cloud of invisible magical sensors floats in the square above an invisible floor rune.","text":" Summoning Rune Source Pathfinder #181: Zombie Feast pg. 40, Core Rulebook pg. 526 4.0 , Pathfinder #157: Devil at the Dreaming Palace pg. 50, Pathfinder #157: Devil at the Dreaming Palace pg. 51 Complexity Complex A cloud of invisible magical sensors floats in the square above an invisible floor rune. --- Stealth +10 (trained) Disable DC 18 Acrobatics to approach without triggering the trap followed by DC 20 Thievery (trained) to disrupt the rune's summoning effect; alternatively, dispel magic (2nd level; counteract DC 17) to counteract the rune Summon Monster Reaction (arcane, conjuration, summoned); Trigger A creature enters the cloud of magical sensors; Effect The trap summons a cockatrice. The cockatrice rolls initiative and remains for 2d6 rounds; after this duration, the spell ends and the cockatrice disappears. The cockatrice also disappears if someone disables the trap before the duration expires. The cockatrice can use 3 actions each round and can use reactions, unlike most summoned creatures. --- Reset The trap resets after 24 hours.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=200","weakness":{}}},{"_index":"aon18","_id":"hazard-201","_score":4.0463834,"_source":{"ac":19,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Thievery (trained) on the door frame or ceiling groove, or Interact to operate a lever on the opposite side of the door (in areas D2 and D4, respectively)","exclude_from_search":false,"fortitude_save":12,"hardness":11,"hardness_raw":"11","hazard_type":"Trap","hp":44,"hp_raw":"44 (BT 22)","id":"hazard-201","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Sickle Blades](/Hazards.aspx?ID=201)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA skeletal arm holding a sickle is concealed in the ceiling and connected to a mechanism in the sliding door below it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained)\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) (trained) on the door frame or ceiling groove, or Interact to operate a lever on the opposite side of the door (in areas D2 and D4, respectively)\n\n<column gap=\"tiny\">\r\n\r\n**AC** 19, **Fort** +12, **Ref** +4\r\n\r\n**Hardness**\r\n11\r\n\r\n**HP**\r\n44 (BT 22)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Sickle** <actions string=\"Reaction\" /> **Trigger** A creature attempts to open the door; **Effect** A skeletal arm swings a sickle from the ceiling, making a Strike against the triggering creature. <br />**Melee** <actions string=\"Single Action\" /> sickle +16, **Damage** 2d12+11 slashing\n\n---\r\n**Reset**\r\nThe trap resets after 15 minutes. Additionally, a creature can manually Interact with the lever on the opposite side of the door to reset the trap.","name":"Sickle Blades","rarity":"uncommon","reflex_save":4,"release_date":"2022-07-27","reset":"The trap resets after 15 minutes. Additionally, a creature can manually Interact with the lever on the opposite side of the door to reset the trap.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA skeletal arm holding a sickle is concealed in the ceiling and connected to a mechanism in the sliding door below it.\r\n</summary>","source":["Pathfinder #181: Zombie Feast"],"source_raw":["Pathfinder #181: Zombie Feast pg. 40"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 20 (trained)","summary":"A skeletal arm holding a sickle is concealed in the ceiling and connected to a mechanism in the sliding door below it.","summary_markdown":"A skeletal arm holding a sickle is concealed in the ceiling and connected to a mechanism in the sliding door below it.","text":" Sickle Blades Source Pathfinder #181: Zombie Feast pg. 40 Complexity Simple A skeletal arm holding a sickle is concealed in the ceiling and connected to a mechanism in the sliding door below it. --- Stealth DC 20 (trained) Disable DC 20 Thievery (trained) on the door frame or ceiling groove, or Interact to operate a lever on the opposite side of the door (in areas D2 and D4, respectively) AC 19, Fort +12, Ref +4 Hardness 11 HP 44 (BT 22) Immunities critical hits, object immunities, precision damage Sickle Reaction Trigger A creature attempts to open the door; Effect A skeletal arm swings a sickle from the ceiling, making a Strike against the triggering creature. Melee Single Action sickle +16, Damage 2d12+11 slashing --- Reset The trap resets after 15 minutes. Additionally, a creature can manually Interact with the lever on the opposite side of the door to reset the trap.","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=201","weakness":{}}},{"_index":"aon18","_id":"hazard-202","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 18 Religion (trained) to say a prayer to Urgathoa and put the haunt temporarily to rest until it resets, DC 22 Occultism (trained) to commune with the bank manager's spirit and convince her to permanently pass on, disabling the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-202","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Tylegmut's Last Meal](/Hazards.aspx?ID=202)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 42</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe former bank manager's ghostly presence tempts creatures to partake in a dubious meal.\r\n\r\n---\r\n\r\n**Stealth**\r\n+22 (trained)\r\n\r\n**Disable**\r\nDC 18 [Religion](/Skills.aspx?ID=13) (trained) to say a prayer to [Urgathoa](/Deities.aspx?ID=19) and put the haunt temporarily to rest until it resets, DC 22 [Occultism](/Skills.aspx?ID=11) (trained) to commune with the bank manager's spirit and convince her to permanently pass on, disabling the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Foul Temptation** <actions string=\"Reaction\" /> ([necromancy](/Traits.aspx?ID=117), [occult](/Traits.aspx?ID=120)) **Trigger** A creature looks over the contents of the desk; **Effect** The haunt tempts nearby creatures to eat from the plates and bowls arrayed on the desk by concealing it in an illusion of food the viewer finds delicious. Each creature in area D5 must attempt a DC 21 Will save. The haunt then rolls initiative.\r\n\r\n**Critical Success** The creature sees through the illusion entirely and is temporarily immune to the haunt's routine for 1 minute.<br />\r\n**Success** The creature is not tempted by the food.<br />\r\n**Failure** The creature believes the food is appetizing and becomes driven to consume it. The creature takes 4d4+4 slashing damage as it chews the jagged bones and husks.<br />\r\n**Critical Failure** As failure, but the creature takes double damage and is [paralyzed](/Conditions.aspx?ID=28) for 1 round as the haunt continues to tempt it.\r\n\r\n---\r\n**Routine**\r\n(1 action) The haunt sends a cloud of dust and bone shards hurtling about the room. The dust and bones batter all creatures in the room, dealing 4d6 bludgeoning damage (DC 21 [basic](/Rules.aspx?ID=329) Reflex save). Creatures who fail the save are [blinded](/Conditions.aspx?ID=1) for 1 round (or 1 minute on a critical failure).\r\n\r\n---\r\n**Reset**\r\nThe haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature eats a full meal at the desk—this can be any food, not just the “food” at hand.","name":"Tylegmut's Last Meal","rarity":"unique","release_date":"2022-07-27","reset":"The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature eats a full meal at the desk—this can be any food, not just the “food” at hand.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 42</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe former bank manager's ghostly presence tempts creatures to partake in a dubious meal.\r\n</summary>","source":["Pathfinder #181: Zombie Feast"],"source_raw":["Pathfinder #181: Zombie Feast pg. 42"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 42</row>","speed":{},"spoilers":"Blood Lords","stealth":"+22 (trained)","summary":"The former bank manager's ghostly presence tempts creatures to partake in a dubious meal.","summary_markdown":"The former bank manager's ghostly presence tempts creatures to partake in a dubious meal.","text":" Tylegmut's Last Meal Source Pathfinder #181: Zombie Feast pg. 42 Complexity Complex The former bank manager's ghostly presence tempts creatures to partake in a dubious meal. --- Stealth +22 (trained) Disable DC 18 Religion (trained) to say a prayer to Urgathoa and put the haunt temporarily to rest until it resets, DC 22 Occultism (trained) to commune with the bank manager's spirit and convince her to permanently pass on, disabling the haunt Foul Temptation Reaction (necromancy, occult) Trigger A creature looks over the contents of the desk; Effect The haunt tempts nearby creatures to eat from the plates and bowls arrayed on the desk by concealing it in an illusion of food the viewer finds delicious. Each creature in area D5 must attempt a DC 21 Will save. The haunt then rolls initiative. Critical Success The creature sees through the illusion entirely and is temporarily immune to the haunt's routine for 1 minute. Success The creature is not tempted by the food. Failure The creature believes the food is appetizing and becomes driven to consume it. The creature takes 4d4+4 slashing damage as it chews the jagged bones and husks. Critical Failure As failure, but the creature takes double damage and is paralyzed for 1 round as the haunt continues to tempt it. --- Routine (1 action) The haunt sends a cloud of dust and bone shards hurtling about the room. The dust and bones batter all creatures in the room, dealing 4d6 bludgeoning damage (DC 21 basic Reflex save). Creatures who fail the save are blinded for 1 round (or 1 minute on a critical failure). --- Reset The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature eats a full meal at the desk—this can be any food, not just the “food” at hand.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=202","weakness":{}}},{"_index":"aon18","_id":"hazard-203","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Thievery (trained) or Stealth (trained) to carefully open the vault door without disturbing the bones","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-203","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Bursting Bone Vault](/Hazards.aspx?ID=203)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 50</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis bone-filled vault disgorges its contents the moment the vault door slides open.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) (trained) or [Stealth](/Skills.aspx?ID=15) (trained) to carefully open the vault door without disturbing the bones\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A creature opens the door to the vault; **Effect** The bones spill from the vault and into the adjacent corridor, dealing 2d10+13 bludgeoning damage to each creature within 10 feet of the door (DC 20 [basic](/Rules.aspx?ID=329) Reflex save). The area becomes difficult terrain.","name":"Bursting Bone Vault","rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 50</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis bone-filled vault disgorges its contents the moment the vault door slides open.\r\n</summary>","source":["Pathfinder #181: Zombie Feast"],"source_raw":["Pathfinder #181: Zombie Feast pg. 50"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 50</row>","speed":{},"stealth":"DC 23 (trained)","summary":"This bone-filled vault disgorges its contents the moment the vault door slides open.","summary_markdown":"This bone-filled vault disgorges its contents the moment the vault door slides open.","text":" Bursting Bone Vault Source Pathfinder #181: Zombie Feast pg. 50 Complexity Simple This bone-filled vault disgorges its contents the moment the vault door slides open. --- Stealth DC 23 (trained) Disable DC 20 Thievery (trained) or Stealth (trained) to carefully open the vault door without disturbing the bones Collapse Reaction Trigger A creature opens the door to the vault; Effect The bones spill from the vault and into the adjacent corridor, dealing 2d10+13 bludgeoning damage to each creature within 10 feet of the door (DC 20 basic Reflex save). The area becomes difficult terrain.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=203","weakness":{}}},{"_index":"aon18","_id":"hazard-204","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 22 Athletics to tip the cauldron, or DC 20 Occultism or Religion (trained) to ward against the cauldron's effects. Any combination of three successful attempts is required to fully disable the haunt. When the haunt is disabled, the coven seeks vengeance (see Coven's Vengeance)","exclude_from_search":false,"fortitude_save":12,"hardness":10,"hardness_raw":"10","hazard_type":"Haunt","hp":48,"hp_raw":"48 (BT 24)","id":"hazard-204","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Kepgeda's Keening Cauldron](/Hazards.aspx?ID=204)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 61</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe cauldron's ear-splitting keening calls forth spectral claws to assail ears and souls alike.\r\n\r\n---\r\n\r\n**Stealth**\r\n+10 (trained)\r\n\r\n**Disable**\r\nDC 22 [Athletics](/Skills.aspx?ID=3) to tip the cauldron, or DC 20 [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13) (trained) to ward against the cauldron's effects. Any combination of three successful attempts is required to fully disable the haunt. When the haunt is disabled, the coven seeks vengeance (see Coven's Vengeance)\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +12, **Ref** +6, **Will** +6\r\n\r\n**Hardness**\r\n10\r\n\r\n**HP**\r\n48 (BT 24)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[positive](/Traits.aspx?ID=128) 5\n\n</column>\r\n\r\n**Crescendo of Claws** <actions string=\"Reaction\" /> ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)); **Trigger** A creature other than Kepgeda is within 15 feet of the cauldron for at least 1 round; **Effect** The screams increase in intensity, and a torrent of phantasmal, three-fingered hands with iron claws spews from the cauldron to assail creatures in area E13. Each creature in the room must attempt a DC 23 Will save, with the following results. Kepgeda is immune to the haunt's effects, as she loves the cauldron's screams. The haunt then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature becomes [frightened 1](/Conditions.aspx?ID=19).<br />\r\n**Failure** The creature becomes frightened 2 and becomes [flat-footed](/Conditions.aspx?ID=16) as long as they remain frightened.<br />\r\n**Critical Failure** The creature becomes frightened 3 and is [grabbed](/Conditions.aspx?ID=20) as long as they remain frightened.\r\n\r\n---\r\n**Routine**\r\nThe spectral hands scurry about, grabbing at all of Kepgeda's foes in area E13. Each such creature takes 3d6 mental damage (DC 20 [basic](/Rules.aspx?ID=329) Will save) as the spectral claws assail them. A creature that takes mental damage from this effect doesn't reduce their frightened value at the end of their next turn.\r\n\r\n---\r\n**Reset**\r\nThe haunt becomes inert (resuming its usual screaming) at the end of any round in which no creatures other than Kepgeda remain in her kitchen.","name":"Kepgeda's Keening Cauldron","rarity":"unique","reflex_save":6,"release_date":"2022-07-27","reset":"The haunt becomes inert (resuming its usual screaming) at the end of any round in which no creatures other than Kepgeda remain in her kitchen.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 61</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe cauldron's ear-splitting keening calls forth spectral claws to assail ears and souls alike.\r\n</summary>","source":["Pathfinder #181: Zombie Feast"],"source_raw":["Pathfinder #181: Zombie Feast pg. 61"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 61</row>","speed":{},"spoilers":"Blood Lords","stealth":"+10 (trained)","summary":"The cauldron's ear-splitting keening calls forth spectral claws to assail ears and souls alike.","summary_markdown":"The cauldron's ear-splitting keening calls forth spectral claws to assail ears and souls alike.","text":" Kepgeda's Keening Cauldron Source Pathfinder #181: Zombie Feast pg. 61 Complexity Complex The cauldron's ear-splitting keening calls forth spectral claws to assail ears and souls alike. --- Stealth +10 (trained) Disable DC 22 Athletics to tip the cauldron, or DC 20 Occultism or Religion (trained) to ward against the cauldron's effects. Any combination of three successful attempts is required to fully disable the haunt. When the haunt is disabled, the coven seeks vengeance (see Coven's Vengeance) AC 20, Fort +12, Ref +6, Will +6 Hardness 10 HP 48 (BT 24) Immunities critical hits, object immunities, precision damage Weaknesses positive 5 Crescendo of Claws Reaction (emotion, enchantment, fear, mental); Trigger A creature other than Kepgeda is within 15 feet of the cauldron for at least 1 round; Effect The screams increase in intensity, and a torrent of phantasmal, three-fingered hands with iron claws spews from the cauldron to assail creatures in area E13. Each creature in the room must attempt a DC 23 Will save, with the following results. Kepgeda is immune to the haunt's effects, as she loves the cauldron's screams. The haunt then rolls initiative. Critical Success The creature is unaffected. Success The creature becomes frightened 1. Failure The creature becomes frightened 2 and becomes flat-footed as long as they remain frightened. Critical Failure The creature becomes frightened 3 and is grabbed as long as they remain frightened. --- Routine The spectral hands scurry about, grabbing at all of Kepgeda's foes in area E13. Each such creature takes 3d6 mental damage (DC 20 basic Will save) as the spectral claws assail them. A creature that takes mental damage from this effect doesn't reduce their frightened value at the end of their next turn. --- Reset The haunt becomes inert (resuming its usual screaming) at the end of any round in which no creatures other than Kepgeda remain in her kitchen.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=204","weakness":{"positive":5},"weakness_markdown":"[positive](/Traits.aspx?ID=128) 5","weakness_raw":" positive 5","will_save":6}},{"_index":"aon18","_id":"hazard-205","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"The hungry cottage can't be damaged or disabled, but the danger in each area can be temporarily mitigated. In the stomach: DC 17 Athletics (trained) to Climb atop the hoarded belongings and avoid contact with the acidic walls or floor for 1 round, or DC 25 Crafting (expert) as a 2-action activity to concoct an alchemical antacid that neutralizes acid damage dealt by the stomach for 1d4 rounds. In the throat: DC 23 Athletics (trained) to hold the throat open for one round, allowing all characters in the stairs to use a Reflex save result one degree of success greater than their roll to avoid being pushed into the stomach, or DC 23 Nature or Survival as a 2-action activity to ease the throat's contractions and provide the same effect for 1d4 rounds. In the mouth: DC 22 Athletics to Force Open a window or a door and forcibly expel one creature that's within 10 feet of an exit from the cottage, or DC 25 Athletics (expert) as a 2-action activity to jam furniture in place that prevents the teeth from gnashing for 1d4 rounds and allows anyone in the cottage to move from it during that time.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-205","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Hungry Cottage](/Hazards.aspx?ID=205)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 18</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nIron Taviah's cottage comes to life and tries to eat everyone in it. The hazard is divided into three areas: the basement becomes the cottage's stomach; the stairs act as the cottage's throat, becoming a steep, slippery incline that is greater difficult terrain; and the ground floor is the inside of the cottage's mouth. Creatures within the cottage can move around within it but can't exit without pulling the mouth open or slipping out while its teeth gnash. Characters who successfully escape the cottage are safe from the hazard.\r\n\r\n---\r\n\r\n**Stealth**\r\n+15 (expert)\r\n\r\n**Disable**\r\nThe hungry cottage can't be damaged or disabled, but the danger in each area can be temporarily mitigated. In the stomach: DC 17 [Athletics](/Skills.aspx?ID=3) (trained) to [Climb](/Actions.aspx?ID=33) atop the hoarded belongings and avoid contact with the acidic walls or floor for 1 round, or DC 25 [Crafting](/Skills.aspx?ID=4) (expert) as a 2-action activity to concoct an alchemical antacid that neutralizes acid damage dealt by the stomach for 1d4 rounds. In the throat: DC 23 Athletics (trained) to hold the throat open for one round, allowing all characters in the stairs to use a Reflex save result one degree of success greater than their roll to avoid being pushed into the stomach, or DC 23 [Nature](/Skills.aspx?ID=10) or [Survival](/Skills.aspx?ID=16) as a 2-action activity to ease the throat's contractions and provide the same effect for 1d4 rounds. In the mouth: DC 22 Athletics to [Force Open](/Actions.aspx?ID=34) a window or a door and forcibly expel one creature that's within 10 feet of an exit from the cottage, or DC 25 Athletics (expert) as a 2-action activity to jam furniture in place that prevents the teeth from gnashing for 1d4 rounds and allows anyone in the cottage to move from it during that time.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**The Cottage Hungers** <actions string=\"Reaction\" /> **Trigger** Iron Taviah is defeated in the cottage basement; **Effect** The basement floor absorbs Iron Taviah, and the cottage transforms into a hungry, semi-animate creature. The cottage rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The cursed cottage uses 3 actions: Acidic Assault in the stomach, Swallowing Staircase in the throat, and Gnashing Portal in the mouth (in that order). Checks to disable the areas might prevent these actions for a brief time.\n\n **Acidic Assault** <actions string=\"Single Action\" /> ([acid](/Traits.aspx?ID=3)) The walls and floor of the stomach steam with digestive juices; all creatures in contact with these surfaces take 2d8+4 acid damage (DC 24 [basic](/Rules.aspx?ID=329) Fortitude save).\n\n **Gnashing Portal** <actions string=\"Single Action\" /> Creatures on the cottage's main floor are ground down as massive teeth appear from the floor and ceiling, gnash, and recede into the architecture, dealing 2d8+4 bludgeoning damage. Creatures in this area must attempt a DC 24 Reflex save. \n\n**Critical Success** The creature takes no damage and, if within 10 feet of an exit on the ground floor, can choose to exit the cottage.<br />\n**Success** The creature takes half damage and, if within 10 feet of an exit on the ground floor, can attempt to escape the cottage as the teeth retract by attempting a DC 24 Reflex save. On a success, the creature exits the cottage; on a critical failure, the creature falls [prone](/Conditions.aspx?ID=31).<br />\n**Failure** The creature takes full damage and is knocked prone.<br />\n**Critical Failure** The creature takes double damage, is knocked prone, and is [stunned 1](/Conditions.aspx?ID=36).<br /> **Swallowing Staircase** <actions string=\"Single Action\" /> Muscular swallowing contractions force creatures down the stairs and into the stomach. Creatures on the stairs must attempt a DC 24 Reflex save or be [pushed](/Rules.aspx?ID=451) 15 feet down the stairs (and across the basement floor with any excess forced movement if they're pushed to the bottom of the stairs). Creatures who critically fail this Reflex save fall prone at the end of this forced movement.\r\n\r\n---\r\n**Reset**\r\nOnce no creatures remain in the cottage, the hazard resets and returns to a normal cottage. The stairs and the basement are gone, however, as is Iron Taviah's body. ","name":"Hungry Cottage","rarity":"unique","release_date":"2022-08-31","reset":"Once no creatures remain in the cottage, the hazard resets and returns to a normal cottage. The stairs and the basement are gone, however, as is Iron Taviah's body. ","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 18</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIron Taviah's cottage comes to life and tries to eat everyone in it. The hazard is divided into three areas: the basement becomes the cottage's …\r\n</summary>","source":["Pathfinder #182: Graveclaw"],"source_raw":["Pathfinder #182: Graveclaw pg. 18"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 18</row>","speed":{},"spoilers":"Blood Lords","stealth":"+15 (expert)","summary":"Iron Taviah's cottage comes to life and tries to eat everyone in it. The hazard is divided into three areas: the basement becomes the cottage's …","summary_markdown":"Iron Taviah's cottage comes to life and tries to eat everyone in it. The hazard is divided into three areas: the basement becomes the cottage's …","text":" Hungry Cottage Source Pathfinder #182: Graveclaw pg. 18 Complexity Complex Iron Taviah's cottage comes to life and tries to eat everyone in it. The hazard is divided into three areas: the basement becomes the cottage's stomach; the stairs act as the cottage's throat, becoming a steep, slippery incline that is greater difficult terrain; and the ground floor is the inside of the cottage's mouth. Creatures within the cottage can move around within it but can't exit without pulling the mouth open or slipping out while its teeth gnash. Characters who successfully escape the cottage are safe from the hazard. --- Stealth +15 (expert) Disable The hungry cottage can't be damaged or disabled, but the danger in each area can be temporarily mitigated. In the stomach: DC 17 Athletics (trained) to Climb atop the hoarded belongings and avoid contact with the acidic walls or floor for 1 round, or DC 25 Crafting (expert) as a 2-action activity to concoct an alchemical antacid that neutralizes acid damage dealt by the stomach for 1d4 rounds. In the throat: DC 23 Athletics (trained) to hold the throat open for one round, allowing all characters in the stairs to use a Reflex save result one degree of success greater than their roll to avoid being pushed into the stomach, or DC 23 Nature or Survival as a 2-action activity to ease the throat's contractions and provide the same effect for 1d4 rounds. In the mouth: DC 22 Athletics to Force Open a window or a door and forcibly expel one creature that's within 10 feet of an exit from the cottage, or DC 25 Athletics (expert) as a 2-action activity to jam furniture in place that prevents the teeth from gnashing for 1d4 rounds and allows anyone in the cottage to move from it during that time. The Cottage Hungers Reaction Trigger Iron Taviah is defeated in the cottage basement; Effect The basement floor absorbs Iron Taviah, and the cottage transforms into a hungry, semi-animate creature. The cottage rolls initiative. --- Routine (3 actions) The cursed cottage uses 3 actions: Acidic Assault in the stomach, Swallowing Staircase in the throat, and Gnashing Portal in the mouth (in that order). Checks to disable the areas might prevent these actions for a brief time. Acidic Assault Single Action (acid) The walls and floor of the stomach steam with digestive juices; all creatures in contact with these surfaces take 2d8+4 acid damage (DC 24 basic Fortitude save). Gnashing Portal Single Action Creatures on the cottage's main floor are ground down as massive teeth appear from the floor and ceiling, gnash, and recede into the architecture, dealing 2d8+4 bludgeoning damage. Creatures in this area must attempt a DC 24 Reflex save. Critical Success The creature takes no damage and, if within 10 feet of an exit on the ground floor, can choose to exit the cottage. Success The creature takes half damage and, if within 10 feet of an exit on the ground floor, can attempt to escape the cottage as the teeth retract by attempting a DC 24 Reflex save. On a success, the creature exits the cottage; on a critical failure, the creature falls prone. Failure The creature takes full damage and is knocked prone. Critical Failure The creature takes double damage, is knocked prone, and is stunned 1. Swallowing Staircase Single Action Muscular swallowing contractions force creatures down the stairs and into the stomach. Creatures on the stairs must attempt a DC 24 Reflex save or be pushed 15 feet down the stairs (and across the basement floor with any excess forced movement if they're pushed to the bottom of the stairs). Creatures who critically fail this Reflex save fall prone at the end of this forced movement. --- Reset Once no creatures remain in the cottage, the hazard resets and returns to a normal cottage. The stairs and the basement are gone, however, as is Iron Taviah's body. ","trait":["Complex","Environmental","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Environmental","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=205","weakness":{}}},{"_index":"aon18","_id":"hazard-206","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 24 Thievery (trained) to find and press hidden knobs in a specific order (three successes are required to disable the trap, which also opens it); DC 24 Crafting (expert) to sabotage the vault's mechanisms, reducing its actions by 1 (when the trap's actions are reduced to 0, it is disabled)","exclude_from_search":false,"fortitude_save":18,"hardness":12,"hardness_raw":"12 Keystone Hardness","hazard_type":"Trap","hp":60,"hp_raw":"60 (BT 30); <b>Vault Hardness</b> 10; <b>Vault HP</b> 50 (BT 25)","id":"hazard-206","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Keystone Trap](/Hazards.aspx?ID=206)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 28</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA 5-foot-square metal vault covered with knobs lies concealed within a stone block. A lever on the stone block slides the vault into view. When the vault is exposed—whether it's slid out or whether the stone is smashed open—the trap activates.\r\n\r\n---\r\n\r\n**Stealth**\r\n+17 (expert)\r\n\r\n**Disable**\r\nDC 24 [Thievery](/Skills.aspx?ID=17) (trained) to find and press hidden knobs in a specific order (three successes are required to disable the trap, which also opens it); DC 24 [Crafting](/Skills.aspx?ID=4) (expert) to sabotage the vault's mechanisms, reducing its actions by 1 (when the trap's actions are reduced to 0, it is disabled)\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +18, **Ref** +12\r\n\r\n**Keystone Hardness**\r\n12\r\n\r\n**Keystone HP**\r\n60 (BT 30); **Vault Hardness** 10; **Vault HP** 50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Exposed Vault** <actions string=\"Reaction\" /> **Trigger** The vault is exposed; **Effect** The vault makes a poison dart spray Strike at a random creature within 30 feet. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The keystone uses its 3 actions to Electrify, Spin, and then Launch Darts. When the trap loses an action, roll randomly to determine which action it loses.\n\n **Electrify** <actions string=\"Single Action\" /> The metal vault crackles with electricity. In air, this would damage only creatures touching it; in water, the trap deals 2d8 electricity damage to all creatures in a 10-foot emanation (DC 25 [basic](/Rules.aspx?ID=329) Fortitude save).\n\n **Launch Darts** <actions string=\"Single Action\" /> The vault fires a stream of poisoned darts. The trap attacks all creatures in a 30-foot line with its poison dart spray Strike; roll 1d8 to determine the line's direction. These Strikes don't have a multiple attack penalty.\n\n **Spin** <actions string=\"Single Action\" /> The vault spins quickly for 1 round. While it Spins, checks to disable the trap have a 2 circumstance penalty, and it Launches Darts at all creatures within 30 feet of it, rather than in a line.\n\n **Ranged** <actions string=\"Single Action\" /> poison dart spray +18 ([range increment 60 feet](/Traits.aspx?ID=248)); **Damage** 4d4 piercing and 1d8 poison","name":"Keystone Trap","rarity":"unique","reflex_save":12,"release_date":"2022-08-31","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 28</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA 5-foot-square metal vault covered with knobs lies concealed within a stone block. A lever on the stone block slides the vault into view. When the …\r\n</summary>","source":["Pathfinder #182: Graveclaw"],"source_raw":["Pathfinder #182: Graveclaw pg. 28"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 28</row>","speed":{},"spoilers":"Blood Lords","stealth":"+17 (expert)","summary":"A 5-foot-square metal vault covered with knobs lies concealed within a stone block. A lever on the stone block slides the vault into view. When the …","summary_markdown":"A 5-foot-square metal vault covered with knobs lies concealed within a stone block. A lever on the stone block slides the vault into view. When the …","text":" Keystone Trap Source Pathfinder #182: Graveclaw pg. 28 Complexity Complex A 5-foot-square metal vault covered with knobs lies concealed within a stone block. A lever on the stone block slides the vault into view. When the vault is exposed—whether it's slid out or whether the stone is smashed open—the trap activates. --- Stealth +17 (expert) Disable DC 24 Thievery (trained) to find and press hidden knobs in a specific order (three successes are required to disable the trap, which also opens it); DC 24 Crafting (expert) to sabotage the vault's mechanisms, reducing its actions by 1 (when the trap's actions are reduced to 0, it is disabled) AC 25, Fort +18, Ref +12 Keystone Hardness 12 Keystone HP 60 (BT 30); Vault Hardness 10; Vault HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Exposed Vault Reaction Trigger The vault is exposed; Effect The vault makes a poison dart spray Strike at a random creature within 30 feet. The trap then rolls initiative. --- Routine (3 actions) The keystone uses its 3 actions to Electrify, Spin, and then Launch Darts. When the trap loses an action, roll randomly to determine which action it loses. Electrify Single Action The metal vault crackles with electricity. In air, this would damage only creatures touching it; in water, the trap deals 2d8 electricity damage to all creatures in a 10-foot emanation (DC 25 basic Fortitude save). Launch Darts Single Action The vault fires a stream of poisoned darts. The trap attacks all creatures in a 30-foot line with its poison dart spray Strike; roll 1d8 to determine the line's direction. These Strikes don't have a multiple attack penalty. Spin Single Action The vault spins quickly for 1 round. While it Spins, checks to disable the trap have a 2 circumstance penalty, and it Launches Darts at all creatures within 30 feet of it, rather than in a line. Ranged Single Action poison dart spray +18 (range increment 60 feet); Damage 4d4 piercing and 1d8 poison","trait":["Complex","Mechanical","Trap","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Mechanical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=206","weakness":{}}},{"_index":"aon18","_id":"hazard-207","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 28 Diplomacy to bring the spirit to its senses, or DC 24 Religion (expert) to banish it","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-207","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Anguished Sarenite](/Hazards.aspx?ID=207)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 58</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe gold [religious symbol](/Equipment.aspx?ID=41) of a former priest of [Sarenrae](/Deities.aspx?ID=16) is haunted by the priest's tormented soul.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 26 (expert)\r\n\r\n**Disable**\r\nDC 28 [Diplomacy](/Skills.aspx?ID=6) to bring the spirit to its senses, or DC 24 [Religion](/Skills.aspx?ID=13) (expert) to banish it\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Solar Wrath** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [fire](/Traits.aspx?ID=72)) **Trigger** A non-good creature approaches within 10 feet of the religious symbol; **Effect** The Sarenite summons a burst of spiritual flame in a 30-foot radius. Creatures in the area take 10d8 good damage (DC 26 [basic](/Rules.aspx?ID=329) Will save). Creatures who fail this save are also [frightened 1](/Conditions.aspx?ID=19), and creatures who critically fail are frightened 3 and [fleeing](/Conditions.aspx?ID=17) for 1 round.\n\n---\r\n**Reset**\r\n1 day","name":"Anguished Sarenite","rarity":"common","release_date":"2022-08-31","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 58</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe gold religious symbol of a former priest of Sarenrae is haunted by the priest's tormented soul.\r\n</summary>","source":["Pathfinder #182: Graveclaw"],"source_raw":["Pathfinder #182: Graveclaw pg. 58"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 58</row>","speed":{},"stealth":"DC 26 (expert)","summary":"The gold religious symbol of a former priest of Sarenrae is haunted by the priest's tormented soul.","summary_markdown":"The gold religious symbol of a former priest of Sarenrae is haunted by the priest's tormented soul.","text":" Anguished Sarenite Source Pathfinder #182: Graveclaw pg. 58 Complexity Simple The gold religious symbol of a former priest of Sarenrae is haunted by the priest's tormented soul. --- Stealth DC 26 (expert) Disable DC 28 Diplomacy to bring the spirit to its senses, or DC 24 Religion (expert) to banish it Solar Wrath Reaction (divine, fire) Trigger A non-good creature approaches within 10 feet of the religious symbol; Effect The Sarenite summons a burst of spiritual flame in a 30-foot radius. Creatures in the area take 10d8 good damage (DC 26 basic Will save). Creatures who fail this save are also frightened 1, and creatures who critically fail are frightened 3 and fleeing for 1 round. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=207","weakness":{}}},{"_index":"aon18","_id":"hazard-208","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 26 Arcana , Occultism , Nature , or Religion to counteract the skull's Broken Gems","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-208","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Demilich Skull](/Hazards.aspx?ID=208)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 59</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe skull of a defeated [demilich](/Monsters.aspx?ID=283) is haunted by souls of the demilich's victims.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (expert)\r\n\r\n**Disable**\r\nDC 26 [Arcana](/Skills.aspx?ID=2), [Occultism](/Skills.aspx?ID=11), [Nature](/Skills.aspx?ID=10), or [Religion](/Skills.aspx?ID=13) to [counteract](/Rules.aspx?ID=371) the skull's Broken Gems\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Broken Gems** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11)) **Trigger** A living creature approaches within 10 feet of the skull; **Effect** The spirits haunting the skull activate one of the skull's ruined gemstones, casting one of the following four spells determined randomly: [_cast into time_](/Spells.aspx?ID=880), [_chain lightning_](/Spells.aspx?ID=33), [_fireball_](/Spells.aspx?ID=119) (6th), [_spellwrack_](/Spells.aspx?ID=298). The saving throw DC for any spell is 26.\n\n---\r\n**Reset**\r\n1 day","name":"Demilich Skull","rarity":"common","release_date":"2022-08-31","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 59</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe skull of a defeated demilich is haunted by souls of the demilich's victims.\r\n</summary>","source":["Pathfinder #182: Graveclaw"],"source_raw":["Pathfinder #182: Graveclaw pg. 59"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 59</row>","speed":{},"stealth":"DC 28 (expert)","summary":"The skull of a defeated demilich is haunted by souls of the demilich's victims.","summary_markdown":"The skull of a defeated demilich is haunted by souls of the demilich's victims.","text":" Demilich Skull Source Pathfinder #182: Graveclaw pg. 59 Complexity Simple The skull of a defeated demilich is haunted by souls of the demilich's victims. --- Stealth DC 28 (expert) Disable DC 26 Arcana, Occultism, Nature, or Religion to counteract the skull's Broken Gems Broken Gems Reaction (arcane) Trigger A living creature approaches within 10 feet of the skull; Effect The spirits haunting the skull activate one of the skull's ruined gemstones, casting one of the following four spells determined randomly: cast into time , chain lightning , fireball (6th), spellwrack . The saving throw DC for any spell is 26. --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=208","weakness":{}}},{"_index":"aon18","_id":"hazard-209","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 24 Nature (expert) to banish the dinosaur's spirit with a primal incantation, DC 28 Intimidation to scare it off with a frightening display, or DC 26 Survival (expert) to calm the spirit","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-209","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Wrathful Dinosaur](/Hazards.aspx?ID=209)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 59</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis figurine of a charging triceratops was crafted from the dinosaur's femur and contains its spirit.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (expert)\r\n\r\n**Disable**\r\nDC 24 [Nature](/Skills.aspx?ID=10) (expert) to banish the dinosaur's spirit with a primal incantation, DC 28 [Intimidation](/Skills.aspx?ID=7) to scare it off with a frightening display, or DC 26 [Survival](/Skills.aspx?ID=16) (expert) to calm the spirit\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Triceratops Trample** <actions string=\"Reaction\" /> ([necromancy](/Traits.aspx?ID=117), [primal](/Traits.aspx?ID=134)) **Trigger** A living creature approaches within 10 feet of the figurine; **Effect** A spectral triceratops appears around the figurine and charges toward the triggering creature, affecting a line 30 feet long. Creatures in this area take 4d10+22 bludgeoning damage (DC 26 [basic](/Rules.aspx?ID=329) Reflex save).\n\n---\r\n**Reset**\r\n1 day","name":"Wrathful Dinosaur","rarity":"common","release_date":"2022-08-31","reset":"1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 59</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis figurine of a charging triceratops was crafted from the dinosaur's femur and contains its spirit.\r\n</summary>","source":["Pathfinder #182: Graveclaw"],"source_raw":["Pathfinder #182: Graveclaw pg. 59"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 59</row>","speed":{},"stealth":"DC 28 (expert)","summary":"This figurine of a charging triceratops was crafted from the dinosaur's femur and contains its spirit.","summary_markdown":"This figurine of a charging triceratops was crafted from the dinosaur's femur and contains its spirit.","text":" Wrathful Dinosaur Source Pathfinder #182: Graveclaw pg. 59 Complexity Simple This figurine of a charging triceratops was crafted from the dinosaur's femur and contains its spirit. --- Stealth DC 28 (expert) Disable DC 24 Nature (expert) to banish the dinosaur's spirit with a primal incantation, DC 28 Intimidation to scare it off with a frightening display, or DC 26 Survival (expert) to calm the spirit Triceratops Trample Reaction (necromancy, primal) Trigger A living creature approaches within 10 feet of the figurine; Effect A spectral triceratops appears around the figurine and charges toward the triggering creature, affecting a line 30 feet long. Creatures in this area take 4d10+22 bludgeoning damage (DC 26 basic Reflex save). --- Reset 1 day","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=209","weakness":{}}},{"_index":"aon18","_id":"hazard-210","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 24 Occultism (expert) to realign a mirror so a trapped soul can't hurt the reflections, DC 28 Religion (expert) to banish a trapped soul, or DC 28 Thievery (expert) to cover a mirror quickly enough to keep the trapped soul inside it; each successful attempt to disable the haunt reduces its number of actions by 1","exclude_from_search":false,"fortitude_save":13,"hardness":15,"hardness_raw":"15","hazard_type":"Haunt","hp":60,"hp_raw":"60 (BT 30","id":"hazard-210","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Hall of Mirrors](/Hazards.aspx?ID=210)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 65</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAmong the many mirrored reflections lurk three trapped souls. By attacking reflections, these spirits cause wounds to appear on the bodies of those reflected in the mirror. If a trapped soul kills its victim, the soul escapes the mirror, replaced by its victim's soul.\r\n\r\n---\r\n\r\n**Stealth**\r\n+16\r\n\r\n**Disable**\r\nDC 24 [Occultism](/Skills.aspx?ID=11) (expert) to realign a mirror so a trapped soul can't hurt the reflections, DC 28 [Religion](/Skills.aspx?ID=13) (expert) to banish a trapped soul, or DC 28 [Thievery](/Skills.aspx?ID=17) (expert) to cover a mirror quickly enough to keep the trapped soul inside it; each successful attempt to disable the haunt reduces its number of actions by 1\n\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +13, **Ref** +19\r\n\r\n**Hardness**\r\n15\r\n\r\n**HP**\r\n60 (BT 30\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Ghostly Images** <actions string=\"Reaction\" /> ([enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** Two or more creatures enter the room; **Effect** Three trapped souls appear in mirrors throughout the room, menacing the reflections of the triggering creatures. The triggering creatures must each succeed at a DC 28 Will save or become [frightened 1](/Conditions.aspx?ID=19) (frightened 3 on a critical failure). The haunt then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) Each trapped soul makes a reflective rip Strike against the reflection of a creature in the room; each trapped soul must attack a different target. <br />**Melee** <actions string=\"Single Action\" /> reflective rip +20, **Damage** 2d10+11 slashing plus soul shred<br /> **Soul Shred** A creature damaged by the haunt's reflective rip Strike is [enfeebled 1](/Conditions.aspx?ID=13) until 1 minute after it leaves the room. This enfeebled condition is cumulative, up to enfeebled 4. If the creature dies from reflective rip, its soul is contained within the mirror until the mirror is broken and a [specter](/Monsters.aspx?ID=812) emerges.","name":"Hall of Mirrors","rarity":"unique","reflex_save":19,"release_date":"2022-08-31","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAmong the many mirrored reflections lurk three trapped souls. By attacking reflections, these spirits cause wounds to appear on the bodies of those …\r\n</summary>","source":["Pathfinder #182: Graveclaw"],"source_raw":["Pathfinder #182: Graveclaw pg. 65"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #182: Graveclaw](/Sources.aspx?ID=143) pg. 65</row>","speed":{},"spoilers":"Blood Lords","stealth":"+16","summary":"Among the many mirrored reflections lurk three trapped souls. By attacking reflections, these spirits cause wounds to appear on the bodies of those …","summary_markdown":"Among the many mirrored reflections lurk three trapped souls. By attacking reflections, these spirits cause wounds to appear on the bodies of those …","text":" Hall of Mirrors Source Pathfinder #182: Graveclaw pg. 65 Complexity Complex Among the many mirrored reflections lurk three trapped souls. By attacking reflections, these spirits cause wounds to appear on the bodies of those reflected in the mirror. If a trapped soul kills its victim, the soul escapes the mirror, replaced by its victim's soul. --- Stealth +16 Disable DC 24 Occultism (expert) to realign a mirror so a trapped soul can't hurt the reflections, DC 28 Religion (expert) to banish a trapped soul, or DC 28 Thievery (expert) to cover a mirror quickly enough to keep the trapped soul inside it; each successful attempt to disable the haunt reduces its number of actions by 1 AC 24, Fort +13, Ref +19 Hardness 15 HP 60 (BT 30 Immunities critical hits, object immunities, precision damage Ghostly Images Reaction (enchantment, fear, mental, occult) Trigger Two or more creatures enter the room; Effect Three trapped souls appear in mirrors throughout the room, menacing the reflections of the triggering creatures. The triggering creatures must each succeed at a DC 28 Will save or become frightened 1 (frightened 3 on a critical failure). The haunt then rolls initiative. --- Routine (3 actions) Each trapped soul makes a reflective rip Strike against the reflection of a creature in the room; each trapped soul must attack a different target. Melee Single Action reflective rip +20, Damage 2d10+11 slashing plus soul shred Soul Shred A creature damaged by the haunt's reflective rip Strike is enfeebled 1 until 1 minute after it leaves the room. This enfeebled condition is cumulative, up to enfeebled 4. If the creature dies from reflective rip, its soul is contained within the mirror until the mirror is broken and a specter emerges.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=210","weakness":{}}},{"_index":"aon18","_id":"hazard-211","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 29 Deception (master) to feed the pit false thoughts that plug it, or DC 28 Occultism (expert) or dispel magic (4th level; counteract DC 27) to drain the pit's magic","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-211","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Memory Hole](/Hazards.aspx?ID=211)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 12</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAnyone looking into the hole has memories sucked from their head.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert)\r\n\r\n**Disable**\r\nDC 29 [Deception](/Skills.aspx?ID=5) (master) to feed the pit false thoughts that plug it, or DC 28 [Occultism](/Skills.aspx?ID=11) (expert) or [_dispel magic_](/Spells.aspx?ID=78) (4th level; [counteract](/Rules.aspx?ID=371) DC 27) to drain the pit's magic\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Drink Thoughts** <actions string=\"Reaction\" /> **Trigger** A creature looks into the pit; **Effect** Ephemeral energies pour from the creature's head, and the creature must attempt a DC 30 Will save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [stupefied 1](/Conditions.aspx?ID=37) for 1 minute.<br />\r\n**Failure** The creature is stupefied 2 for 1 hour and loses 1 minute of recent memories (a memory of the GM's choosing within the last 24 hours).<br />\r\n**Critical Failure** As failure, but stupefied 3.\n\n---\r\n**Reset**\r\nThe trap resets after 1 hour if it's not disabled.","name":"Memory Hole","rarity":"common","release_date":"2022-09-21","reset":"The trap resets after 1 hour if it's not disabled.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 12</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAnyone looking into the hole has memories sucked from their head.\r\n</summary>","source":["Pathfinder #183: Field of Maidens"],"source_raw":["Pathfinder #183: Field of Maidens pg. 12"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 12</row>","speed":{},"stealth":"DC 30 (expert)","summary":"Anyone looking into the hole has memories sucked from their head.","summary_markdown":"Anyone looking into the hole has memories sucked from their head.","text":" Memory Hole Source Pathfinder #183: Field of Maidens pg. 12 Complexity Simple Anyone looking into the hole has memories sucked from their head. --- Stealth DC 30 (expert) Disable DC 29 Deception (master) to feed the pit false thoughts that plug it, or DC 28 Occultism (expert) or dispel magic (4th level; counteract DC 27) to drain the pit's magic Drink Thoughts Reaction Trigger A creature looks into the pit; Effect Ephemeral energies pour from the creature's head, and the creature must attempt a DC 30 Will save. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 minute. Failure The creature is stupefied 2 for 1 hour and loses 1 minute of recent memories (a memory of the GM's choosing within the last 24 hours). Critical Failure As failure, but stupefied 3. --- Reset The trap resets after 1 hour if it's not disabled.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=211","weakness":{}}},{"_index":"aon18","_id":"hazard-212","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":28,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 26 Arcana or Occultism (expert) to counter the heart's offensive magic, or DC 28 Religion (trained) to purify the area containing the heart. Four successes are required to disable it; after two successes, the shadow heart can't use its shadow lash Strike.","exclude_from_search":false,"fortitude_save":21,"hardness":15,"hardness_raw":"15","hp":72,"hp_raw":"72 (BT 36)","id":"hazard-212","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Shadow Heart](/Hazards.aspx?ID=212)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 14</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA heart of tumorous, shadowy tissue unleashes magic on nearby creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC +20 (expert)\r\n\r\n**Disable**\r\nDC 26 [Arcana](/Skills.aspx?ID=2) or [Occultism](/Skills.aspx?ID=11) (expert) to counter the heart's offensive magic, or DC 28 [Religion](/Skills.aspx?ID=13) (trained) to purify the area containing the heart. Four successes are required to disable it; after two successes, the shadow heart can't use its shadow lash Strike.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 28, **Fort** +21, **Ref** +15, **Will** +18\r\n\r\n**Hardness**\r\n15\r\n\r\n**HP**\r\n72 (BT 36)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[fire](/Traits.aspx?ID=72) 10, [positive](/Traits.aspx?ID=128) 10\n\n</column>\r\n\r\n**Shadow Pulse** <actions string=\"Reaction\" /> **Trigger** A creature approaches within 10 feet of the heart; **Effect** The heart gives a slow beat, and all creatures in the room must succeed at a DC 30 Will save or be [stunned 1](/Conditions.aspx?ID=36) and unable to take reactions for 1 round (stunned 3 on a critical failure). The dark heart then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The shadow heart uses Battering Vortex, and then uses shadow lash on a random creature within range.<br /> **Battering Vortex** <actions string=\"Two Actions\" /> A swirling vortex of shadows forms around the heart, lifting all creatures in the room and slamming them forcefully to the ground, dealing 4d10 bludgeoning damage. Each creature must attempt a DC 30 Fortitude save. Anyone adjacent to a wall may [Grab an Edge](/Actions.aspx?ID=95) with a successful DC 28 Reflex save; on a success at Grabbing an Edge, the creature uses a result one step better than the roll of their Fortitude save. <br />**Critical Success** The creature is unaffected. <br />**Success** The creature takes half damage and is knocked [prone](/Conditions.aspx?ID=31). <br />**Failure** The creature takes full damage, is knocked prone, and is [clumsy 1](/Conditions.aspx?ID=3) for 1 round. <br />**Critical Failure** The creature takes full damage, is knocked prone, and is clumsy 3 for 1 round.\n\n **Melee** shadow lash +21 ([cold](/Traits.aspx?ID=27), [reach 30 feet](/Traits.aspx?ID=192)), **Damage** 3d4 cold\r\n\r\n---\r\n**Reset**\r\nThe heart deactivates if there are no creatures present in the room. It resets in 1 hour.","name":"Shadow Heart","rarity":"rare","reflex_save":15,"release_date":"2022-09-21","reset":"The heart deactivates if there are no creatures present in the room. It resets in 1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 14</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA heart of tumorous, shadowy tissue unleashes magic on nearby creatures.\r\n</summary>","source":["Pathfinder #183: Field of Maidens"],"source_raw":["Pathfinder #183: Field of Maidens pg. 14"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 14</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC +20 (expert)","summary":"A heart of tumorous, shadowy tissue unleashes magic on nearby creatures.","summary_markdown":"A heart of tumorous, shadowy tissue unleashes magic on nearby creatures.","text":" Shadow Heart Source Pathfinder #183: Field of Maidens pg. 14 Complexity Complex A heart of tumorous, shadowy tissue unleashes magic on nearby creatures. --- Stealth DC +20 (expert) Disable DC 26 Arcana or Occultism (expert) to counter the heart's offensive magic, or DC 28 Religion (trained) to purify the area containing the heart. Four successes are required to disable it; after two successes, the shadow heart can't use its shadow lash Strike. AC 28, Fort +21, Ref +15, Will +18 Hardness 15 HP 72 (BT 36) Immunities critical hits, object immunities, precision damage Weaknesses fire 10, positive 10 Shadow Pulse Reaction Trigger A creature approaches within 10 feet of the heart; Effect The heart gives a slow beat, and all creatures in the room must succeed at a DC 30 Will save or be stunned 1 and unable to take reactions for 1 round (stunned 3 on a critical failure). The dark heart then rolls initiative. --- Routine (3 actions) The shadow heart uses Battering Vortex, and then uses shadow lash on a random creature within range. Battering Vortex Two Actions A swirling vortex of shadows forms around the heart, lifting all creatures in the room and slamming them forcefully to the ground, dealing 4d10 bludgeoning damage. Each creature must attempt a DC 30 Fortitude save. Anyone adjacent to a wall may Grab an Edge with a successful DC 28 Reflex save; on a success at Grabbing an Edge, the creature uses a result one step better than the roll of their Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage and is knocked prone. Failure The creature takes full damage, is knocked prone, and is clumsy 1 for 1 round. Critical Failure The creature takes full damage, is knocked prone, and is clumsy 3 for 1 round. Melee shadow lash +21 (cold, reach 30 feet), Damage 3d4 cold --- Reset The heart deactivates if there are no creatures present in the room. It resets in 1 hour.","trait":["Complex","Magical","Rare"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137)","trait_raw":["Complex","Magical","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=212","weakness":{"fire":10,"positive":10},"weakness_markdown":"[fire](/Traits.aspx?ID=72) 10, [positive](/Traits.aspx?ID=128) 10","weakness_raw":" fire 10, positive 10","will_save":18}},{"_index":"aon18","_id":"hazard-213","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 30 Occultism or Religion (expert) to drain away the haunt's spiritual energy. This check can be attempted only from the top of the stairs behind the secret door.","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-213","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[The Flight](/Hazards.aspx?ID=213)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 19</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe spectral figure of a handsome, well-dressed man flees down the stairs, clutching a wound in his side with one hand and making a shoving motion with the other. His shout drives creatures back.\r\n\r\n---\r\n\r\n**Stealth**\r\n+21 (expert)\r\n\r\n**Disable**\r\nDC 30 [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13) (expert) to drain away the haunt's spiritual energy. This check can be attempted only from the top of the stairs behind the secret door.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Defensive Shove** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Equipment.aspx?ID=1671)) **Trigger** The secret door to the basement stairs opens; **Effect** The spectral figure's shout shoves every creature in the room away from the east wall. Creatures in the drawing room or the adjacent foyer must attempt a DC 28 Fortitude save. The haunt then rolls initiative.\r\n\r\n**Critical Success** The creature isn't moved.<br />\r\n**Success** The creature is [pushed back](/Rules.aspx?ID=450) 10 feet. If this movement would push it into a wall, it takes bludgeoning damage equal to the number of feet it was moved.<br />\r\n**Failure** As success, but 20 feet and the creature is knocked [prone](/Conditions.aspx?ID=31).<br />\r\n**Critical Failure** As success, but 20 feet, and the creature is knocked prone and [slowed 2](/Conditions.aspx?ID=35).\r\n\r\n---\r\n**Routine**\r\n(1 action) ([divine](/Traits.aspx?ID=48), [evocation](/Equipment.aspx?ID=1671), [incapacitation](/Traits.aspx?ID=93), [sonic](/Traits.aspx?ID=147)) The spectral figure shouts, dealing 4d10 sonic damage to all creatures within 60 feet of the secret door (DC 28 [basic](/Rules.aspx?ID=329) Will save). A creature that fails its save is also [paralyzed](/Conditions.aspx?ID=28) for 1 round.\r\n\r\n---\r\n**Reset**\r\nThe haunt ends as soon as there are no creatures within 60 feet. It resets when the secret door is closed.","name":"The Flight","rarity":"common","release_date":"2022-09-21","reset":"The haunt ends as soon as there are no creatures within 60 feet. It resets when the secret door is closed.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 19</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe spectral figure of a handsome, well-dressed man flees down the stairs, clutching a wound in his side with one hand and making a shoving motion …\r\n</summary>","source":["Pathfinder #183: Field of Maidens"],"source_raw":["Pathfinder #183: Field of Maidens pg. 19"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 19</row>","speed":{},"stealth":"+21 (expert)","summary":"The spectral figure of a handsome, well-dressed man flees down the stairs, clutching a wound in his side with one hand and making a shoving motion …","summary_markdown":"The spectral figure of a handsome, well-dressed man flees down the stairs, clutching a wound in his side with one hand and making a shoving motion …","text":" The Flight Source Pathfinder #183: Field of Maidens pg. 19 Complexity Complex The spectral figure of a handsome, well-dressed man flees down the stairs, clutching a wound in his side with one hand and making a shoving motion with the other. His shout drives creatures back. --- Stealth +21 (expert) Disable DC 30 Occultism or Religion (expert) to drain away the haunt's spiritual energy. This check can be attempted only from the top of the stairs behind the secret door. Defensive Shove Reaction (divine, evocation) Trigger The secret door to the basement stairs opens; Effect The spectral figure's shout shoves every creature in the room away from the east wall. Creatures in the drawing room or the adjacent foyer must attempt a DC 28 Fortitude save. The haunt then rolls initiative. Critical Success The creature isn't moved. Success The creature is pushed back 10 feet. If this movement would push it into a wall, it takes bludgeoning damage equal to the number of feet it was moved. Failure As success, but 20 feet and the creature is knocked prone. Critical Failure As success, but 20 feet, and the creature is knocked prone and slowed 2. --- Routine (1 action) (divine, evocation, incapacitation, sonic) The spectral figure shouts, dealing 4d10 sonic damage to all creatures within 60 feet of the secret door (DC 28 basic Will save). A creature that fails its save is also paralyzed for 1 round. --- Reset The haunt ends as soon as there are no creatures within 60 feet. It resets when the secret door is closed.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=213","weakness":{}}},{"_index":"aon18","_id":"hazard-214","_score":4.0463834,"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 28 Occultism or Religion (expert) in the room to drain away the haunt's spiritual energy. Each successful check reduces the number of actions in the haunt's routine; three successful checks are required to completely disable the haunt.","exclude_from_search":false,"fortitude_save":18,"hardness":15,"hardness_raw":"15","hazard_type":"Haunt","hp":70,"hp_raw":"70 (BT 35)","id":"hazard-214","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[The Fight](/Hazards.aspx?ID=214)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 19</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nNearby creatures are caught in the memory of the struggle between Iron Taviah and the Benefactor.\r\n\r\n---\r\n\r\n**Stealth**\r\n+20 (expert)\r\n\r\n**Disable**\r\nDC 28 [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13) (expert) in the room to drain away the haunt's spiritual energy. Each successful check reduces the number of actions in the haunt's routine; three successful checks are required to completely disable the haunt.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +18, **Ref** +21, **Will** +15\r\n\r\n**Hardness**\r\n15\r\n\r\n**HP**\r\n70 (BT 35)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[positive](/Traits.aspx?ID=128) 10\n\n</column>\r\n\r\n**Spectral Combat** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117)) **Trigger** A creature approaches within 10 feet of the spilled goblet; **Effect** The desperation of the sudden fight fills the minds of all creatures in the dining room as the apparition of Iron Taviah at the north end of the table lunges. The haunt deals 4d10 mental damage (DC 30 [basic](/Rules.aspx?ID=329) Will save) to each creature in the room. On a failed save, the creature also takes 1d6 [persistent mental damage](/Conditions.aspx?ID=29). The haunt then rolls for initiative.\n\n---\r\n**Routine**\r\n(3 actions) The spectral Taviah uses 1 action to appear adjacent to a random creature within 30 feet if not already adjacent to a creature. It then uses its spectral claw Strike with its remaining actions.<br /> **Melee** <actions string=\"Single Action\" /> spectral claw +21 ([agile](/Traits.aspx?ID=170)), **Damage** 2d10+10 slashing plus 1d6 [persistent mental](/Conditions.aspx?ID=29)\r\n\r\n---\r\n**Reset**\r\nUnless completely disabled or destroyed, the haunt resets at the next moonrise at full strength.","name":"The Fight","rarity":"common","reflex_save":21,"release_date":"2022-09-21","reset":"Unless completely disabled or destroyed, the haunt resets at the next moonrise at full strength.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 19</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNearby creatures are caught in the memory of the struggle between Iron Taviah and the Benefactor.\r\n</summary>","source":["Pathfinder #183: Field of Maidens"],"source_raw":["Pathfinder #183: Field of Maidens pg. 19"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 19</row>","speed":{},"stealth":"+20 (expert)","summary":"Nearby creatures are caught in the memory of the struggle between Iron Taviah and the Benefactor.","summary_markdown":"Nearby creatures are caught in the memory of the struggle between Iron Taviah and the Benefactor.","text":" The Fight Source Pathfinder #183: Field of Maidens pg. 19 Complexity Complex Nearby creatures are caught in the memory of the struggle between Iron Taviah and the Benefactor. --- Stealth +20 (expert) Disable DC 28 Occultism or Religion (expert) in the room to drain away the haunt's spiritual energy. Each successful check reduces the number of actions in the haunt's routine; three successful checks are required to completely disable the haunt. AC 30, Fort +18, Ref +21, Will +15 Hardness 15 HP 70 (BT 35) Immunities critical hits, object immunities, precision damage Weaknesses positive 10 Spectral Combat Reaction (divine, mental, necromancy) Trigger A creature approaches within 10 feet of the spilled goblet; Effect The desperation of the sudden fight fills the minds of all creatures in the dining room as the apparition of Iron Taviah at the north end of the table lunges. The haunt deals 4d10 mental damage (DC 30 basic Will save) to each creature in the room. On a failed save, the creature also takes 1d6 persistent mental damage. The haunt then rolls for initiative. --- Routine (3 actions) The spectral Taviah uses 1 action to appear adjacent to a random creature within 30 feet if not already adjacent to a creature. It then uses its spectral claw Strike with its remaining actions. Melee Single Action spectral claw +21 (agile), Damage 2d10+10 slashing plus 1d6 persistent mental --- Reset Unless completely disabled or destroyed, the haunt resets at the next moonrise at full strength.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=214","weakness":{"positive":10},"weakness_markdown":"[positive](/Traits.aspx?ID=128) 10","weakness_raw":" positive 10","will_save":15}},{"_index":"aon18","_id":"hazard-215","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 28 Religion (expert) to drain away the haunt's negative energy","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-215","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Benefactor's End](/Hazards.aspx?ID=215)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 20</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA spectral assailant drives a stake into a dying vampire's heart; the vampire collapses and releases a surge of negative energy.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert)\r\n\r\n**Disable**\r\nDC 28 [Religion](/Skills.aspx?ID=13) (expert) to drain away the haunt's negative energy\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Death Throes** <actions string=\"Reaction\" /> **Trigger** A creature touches the vampire's corpse; **Effect** A surge of negative energy fills the room as the corpse lurches as though staked. The haunt deals 10d8 negative damage to creatures within 30 feet of the corpse; this damage heals [undead](/Traits.aspx?ID=160) creatures for the same amount. Living creatures must attempt a DC 30 Will save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage and becomes [drained 1](/Conditions.aspx?ID=10). This drained condition is reduced by 1 after 10 minutes.<br />\r\n**Failure** The creature takes full damage and becomes drained 1.<br />\r\n**Critical Failure** The creature takes double damage and is drained 2.\n\n---\r\n**Reset**\r\nUnless disabled, the haunt materializes again on the next moonrise.","name":"Benefactor's End","rarity":"common","release_date":"2022-09-21","reset":"Unless disabled, the haunt materializes again on the next moonrise.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 20</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spectral assailant drives a stake into a dying vampire's heart; the vampire collapses and releases a surge of negative energy.\r\n</summary>","source":["Pathfinder #183: Field of Maidens"],"source_raw":["Pathfinder #183: Field of Maidens pg. 20"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #183: Field of Maidens](/Sources.aspx?ID=145) pg. 20</row>","speed":{},"stealth":"DC 30 (expert)","summary":"A spectral assailant drives a stake into a dying vampire's heart; the vampire collapses and releases a surge of negative energy.","summary_markdown":"A spectral assailant drives a stake into a dying vampire's heart; the vampire collapses and releases a surge of negative energy.","text":" Benefactor's End Source Pathfinder #183: Field of Maidens pg. 20 Complexity Simple A spectral assailant drives a stake into a dying vampire's heart; the vampire collapses and releases a surge of negative energy. --- Stealth DC 30 (expert) Disable DC 28 Religion (expert) to drain away the haunt's negative energy Death Throes Reaction Trigger A creature touches the vampire's corpse; Effect A surge of negative energy fills the room as the corpse lurches as though staked. The haunt deals 10d8 negative damage to creatures within 30 feet of the corpse; this damage heals undead creatures for the same amount. Living creatures must attempt a DC 30 Will save. Critical Success The creature is unaffected. Success The creature takes half damage and becomes drained 1. This drained condition is reduced by 1 after 10 minutes. Failure The creature takes full damage and becomes drained 1. Critical Failure The creature takes double damage and is drained 2. --- Reset Unless disabled, the haunt materializes again on the next moonrise.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=215","weakness":{}}},{"_index":"aon18","_id":"hazard-216","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 18 (trained) to carefully remove a pollen pod or Nature DC 18 (trained) to prevent a pod from bursting.","exclude_from_search":false,"fortitude_save":9,"hardness":1,"hardness_raw":"1","hazard_type":"Environmental","hp":32,"hp_raw":"32 (BT 16)","id":"hazard-216","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Dream Pollen](/Hazards.aspx?ID=216)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 12</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour magical plants inside the wagon release hallucinogenic pollen when disturbed.\r\n\r\n---\r\n\r\n**Stealth**\r\n+12 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 18 (trained) to carefully remove a pollen pod or [Nature](/Skills.aspx?ID=10) DC 18 (trained) to prevent a pod from bursting.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +9, **Ref** +3\r\n\r\n**Hardness**\r\n1\r\n\r\n**HP**\r\n32 (BT 16)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Pollen Burst** <actions string=\"Reaction\" /> **Trigger** The wagon door is opened or the pods are disturbed; **Effect** A pod makes a pollen spray Strike against an adjacent creature or the creature that opened the door, the door falls off the wagon, and the trap rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) The trap loses 1 action each turn for each removed or disabled pollen pod. The trap doesn't take a multiple attack penalty.<br /> **Ranged** <actions string=\"Single Action\" /> pollen spray +12 ([range 20 feet](/Traits.aspx?ID=248)), **Damage** 1d8 poison and hallucinogenic pollen<br /> **Hallucinogenic Pollen** A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is [confused](/Conditions.aspx?ID=5) for 1 round and takes a 2 status penalty to Perception checks and saves against [mental](/Traits.aspx?ID=106) effects for 1d4 hours. On a critical failure, the penalty is instead 4.\r\n\r\n---\r\n**Reset**\r\nThe trap resets after 1 hour, when the pods have regrown additional pollen. If all the pods are removed or disabled, the trap doesn't reset.","name":"Dream Pollen","rarity":"common","reflex_save":3,"release_date":"2020-01-30","reset":"The trap resets after 1 hour, when the pods have regrown additional pollen. If all the pods are removed or disabled, the trap doesn't reset.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 12</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour magical plants inside the wagon release hallucinogenic pollen when disturbed.\r\n</summary>","source":["Pathfinder #151: The Show Must Go On"],"source_raw":["Pathfinder #151: The Show Must Go On pg. 12"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 12</row>","speed":{},"stealth":"+12 (trained)","summary":"Four magical plants inside the wagon release hallucinogenic pollen when disturbed.","summary_markdown":"Four magical plants inside the wagon release hallucinogenic pollen when disturbed.","text":" Dream Pollen Source Pathfinder #151: The Show Must Go On pg. 12 Complexity Complex Four magical plants inside the wagon release hallucinogenic pollen when disturbed. --- Stealth +12 (trained) Disable Thievery DC 18 (trained) to carefully remove a pollen pod or Nature DC 18 (trained) to prevent a pod from bursting. AC 18, Fort +9, Ref +3 Hardness 1 HP 32 (BT 16) Immunities critical hits, object immunities, precision damage Pollen Burst Reaction Trigger The wagon door is opened or the pods are disturbed; Effect A pod makes a pollen spray Strike against an adjacent creature or the creature that opened the door, the door falls off the wagon, and the trap rolls initiative. --- Routine (4 actions) The trap loses 1 action each turn for each removed or disabled pollen pod. The trap doesn't take a multiple attack penalty. Ranged Single Action pollen spray +12 (range 20 feet), Damage 1d8 poison and hallucinogenic pollen Hallucinogenic Pollen A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is confused for 1 round and takes a 2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead 4. --- Reset The trap resets after 1 hour, when the pods have regrown additional pollen. If all the pods are removed or disabled, the trap doesn't reset.","trait":["Complex","Environmental","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Environmental","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=216","weakness":{}}},{"_index":"aon18","_id":"hazard-217","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 18 (trained) to remove the trip wire.","exclude_from_search":false,"fortitude_save":10,"hardness":5,"hardness_raw":"5","hazard_type":"Trap","hp":28,"hp_raw":"28 (BT 14)","id":"hazard-217","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Envenomed Thorns Trap](/Hazards.aspx?ID=217)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 13</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 18 (trained) to remove the trip wire.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +10, **Ref** +4\r\n\r\n**Hardness**\r\n5\r\n\r\n**HP**\r\n28 (BT 14)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Thorny Branch** <actions string=\"Reaction\" /> ([poison](/Traits.aspx?ID=126)); **Trigger** The trip wire is touched; **Effect** The trap's poisoned thorns attack the creature or object touching the trip wire.<br /> **Melee** poisoned thorns +14, **Damage** 1d6+4 piercing plus 1d8 poison","name":"Envenomed Thorns Trap","rarity":"common","reflex_save":4,"release_date":"2020-01-30","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 13</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns.\r\n</summary>","source":["Pathfinder #151: The Show Must Go On"],"source_raw":["Pathfinder #151: The Show Must Go On pg. 13"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 13</row>","speed":{},"stealth":"DC 20 (trained)","summary":"A trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns.","summary_markdown":"A trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns.","text":" Envenomed Thorns Trap Source Pathfinder #151: The Show Must Go On pg. 13 Complexity Simple A trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns. --- Stealth DC 20 (trained) Disable Thievery DC 18 (trained) to remove the trip wire. AC 18, Fort +10, Ref +4 Hardness 5 HP 28 (BT 14) Immunities critical hits, object immunities, precision damage Thorny Branch Reaction (poison); Trigger The trip wire is touched; Effect The trap's poisoned thorns attack the creature or object touching the trip wire. Melee poisoned thorns +14, Damage 1d6+4 piercing plus 1d8 poison","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=217","weakness":{}}},{"_index":"aon18","_id":"hazard-218","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 21 (trained) to prop up the ceiling in key locations prior to the cave-in.","exclude_from_search":false,"fortitude_save":12,"hardness":11,"hardness_raw":"11","hazard_type":"Environmental","hp":44,"hp_raw":"44 (BT 22)","id":"hazard-218","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Catacomb Cave](/Hazards.aspx?ID=218)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 37</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 21 (trained) to prop up the ceiling in key locations prior to the cave-in.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +12, **Ref** +8\r\n\r\n**Hardness**\r\n11\r\n\r\n**HP**\r\n44 (BT 22)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[sonic](/Traits.aspx?ID=147) 10\n\n</column>\r\n\r\n**Falling Stones** <actions string=\"Reaction\" /> **Trigger** A Medium or larger creature approaches within 5 feet of the collapsed tunnel; **Effect** Massive stones in the ceiling fall, dealing 4d6 bludgeoning damage to the triggering creature and all creatures within 10 feet (DC 18 [basic](/Rules.aspx?ID=329) Reflex save). Creatures that fail the saving throw are also [buried](/Rules.aspx?ID=647) and begin to [suffocate](/Rules.aspx?ID=468). A buried creature can attempt a DC 20 [Athletics](/Skills.aspx?ID=3) check every round, breaking free on a success. Other characters who are not buried can [Aid](/Actions.aspx?ID=75) on this check.","name":"Catacomb Cave","rarity":"common","reflex_save":8,"release_date":"2020-01-30","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 37</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in.\r\n</summary>","source":["Pathfinder #151: The Show Must Go On"],"source_raw":["Pathfinder #151: The Show Must Go On pg. 37"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #151: The Show Must Go On](/Sources.aspx?ID=21) pg. 37</row>","speed":{},"stealth":"DC 23 (trained)","summary":"The ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in.","summary_markdown":"The ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in.","text":" Catacomb Cave Source Pathfinder #151: The Show Must Go On pg. 37 Complexity Simple The ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in. --- Stealth DC 23 (trained) Disable Thievery DC 21 (trained) to prop up the ceiling in key locations prior to the cave-in. AC 21, Fort +12, Ref +8 Hardness 11 HP 44 (BT 22) Immunities critical hits, object immunities, precision damage Weaknesses sonic 10 Falling Stones Reaction Trigger A Medium or larger creature approaches within 5 feet of the collapsed tunnel; Effect Massive stones in the ceiling fall, dealing 4d6 bludgeoning damage to the triggering creature and all creatures within 10 feet (DC 18 basic Reflex save). Creatures that fail the saving throw are also buried and begin to suffocate. A buried creature can attempt a DC 20 Athletics check every round, breaking free on a success. Other characters who are not buried can Aid on this check.","trait":["Environmental","Trap"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Trap](/Traits.aspx?ID=158)","trait_raw":["Environmental","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=218","weakness":{"sonic":10},"weakness_markdown":"[sonic](/Traits.aspx?ID=147) 10","weakness_raw":" sonic 10"}},{"_index":"aon18","_id":"hazard-219","_score":4.0463834,"_source":{"ac":26,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 27 Thievery (expert) to safely cut the trip wire","exclude_from_search":false,"fortitude_save":15,"hardness":0,"hardness_raw":"0","hazard_type":"Trap","hp":54,"hp_raw":"54","id":"hazard-219","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Thunderstone Cascade Trap](/Hazards.aspx?ID=219)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 14</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA trip wire halfway up the stairs releases half a dozen spherical [thunderstones](/Equipment.aspx?ID=79) that bounce down the stairs and explode.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\nDC 27 [Thievery](/Skills.aspx?ID=17) (expert) to safely cut the trip wire\n\n<column gap=\"tiny\">\r\n\r\n**AC** 26, **Fort** +15, **Ref** +13\r\n\r\n**Hardness**\r\n0\r\n\r\n**HP**\r\n54\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Thunderstone Explosion** <actions string=\"Reaction\" /> **Trigger** The trip wire is disturbed; **Effect** Several thunderstones bounce down the stairs and explode. Each creature within 10 feet of the lower half of the stairs takes 6d10 sonic damage (DC 24 [basic](/Rules.aspx?ID=329) Fortitude save). Creatures that fail this save are additionally [deafened](/Conditions.aspx?ID=8) for 1 minute; creatures that critically fail this save are instead deafened for 1 hour.","name":"Thunderstone Cascade Trap","rarity":"uncommon","reflex_save":13,"release_date":"2020-02-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 14</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA trip wire halfway up the stairs releases half a dozen spherical thunderstones that bounce down the stairs and explode.\r\n</summary>","source":["Pathfinder #152: Legacy of the Lost God"],"source_raw":["Pathfinder #152: Legacy of the Lost God pg. 14"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 14</row>","speed":{},"spoilers":"Extinction Curse","stealth":"DC 25 (expert)","summary":"A trip wire halfway up the stairs releases half a dozen spherical thunderstones that bounce down the stairs and explode.","summary_markdown":"A trip wire halfway up the stairs releases half a dozen spherical thunderstones that bounce down the stairs and explode.","text":" Thunderstone Cascade Trap Source Pathfinder #152: Legacy of the Lost God pg. 14 Complexity Simple A trip wire halfway up the stairs releases half a dozen spherical thunderstones that bounce down the stairs and explode. --- Stealth DC 25 (expert) Disable DC 27 Thievery (expert) to safely cut the trip wire AC 26, Fort +15, Ref +13 Hardness 0 HP 54 Immunities critical hits, object immunities, precision damage Thunderstone Explosion Reaction Trigger The trip wire is disturbed; Effect Several thunderstones bounce down the stairs and explode. Each creature within 10 feet of the lower half of the stairs takes 6d10 sonic damage (DC 24 basic Fortitude save). Creatures that fail this save are additionally deafened for 1 minute; creatures that critically fail this save are instead deafened for 1 hour.","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=219","weakness":{}}},{"_index":"aon18","_id":"hazard-220","_score":4.0463834,"_source":{"ac":27,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 26 Arcana or Occult (expert) to render the crystal cloud inert","exclude_from_search":false,"fortitude_save":17,"hazard_type":"Environmental","hp":70,"hp_raw":"70","id":"hazard-220","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Ghost Crystal Cloud](/Hazards.aspx?ID=220)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 28</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe [xulgath](/MonsterFamilies.aspx?ID=102) corpse splits open to release a cloud of tiny ectoplasmic crystals which, when they are inhaled, disorient and devitalize living creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (trained)\r\n\r\n**Disable**\r\nDC 26 [Arcana](/Skills.aspx?ID=2) or [Occult](/Traits.aspx?ID=120) (expert) to render the crystal cloud inert\n\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +17, **Ref** +13\n\n**HP**\r\n70\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Ectoplasmic Explosion** <actions string=\"Reaction\" /> **Trigger** A creature touches or disturbs the corpse containing the growth of crystals; **Effect** All creatures within 10 feet of the corpse are exposed to the ghost crystal cloud.<br /> **Ghost Crystal Cloud** ([inhaled](/Traits.aspx?ID=96), [poison](/Traits.aspx?ID=126)) Creatures with the [ethereal](/Traits.aspx?ID=63) trait are immune; **Saving Throw** DC 26 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 1d10 poison damage and [stupefied 1](/Conditions.aspx?ID=37) (1 round); **Stage 2** 2d10 poison damage and stupefied 2 (1 round); **Stage 3** 3d10 poison damage and stupefied 3 (1 round)\n\n---\r\n**Reset**\r\nThe crystals regrow into a number sufficient to form another dangerous cloud after 1 week.","name":"Ghost Crystal Cloud","rarity":"uncommon","reflex_save":13,"release_date":"2020-02-26","reset":"The crystals regrow into a number sufficient to form another dangerous cloud after 1 week.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 28</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe xulgath corpse splits open to release a cloud of tiny ectoplasmic crystals which, when they are inhaled, disorient and devitalize living …\r\n</summary>","source":["Pathfinder #152: Legacy of the Lost God"],"source_raw":["Pathfinder #152: Legacy of the Lost God pg. 28"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 28</row>","speed":{},"spoilers":"Extinction Curse","stealth":"DC 28 (trained)","summary":"The xulgath corpse splits open to release a cloud of tiny ectoplasmic crystals which, when they are inhaled, disorient and devitalize living …","summary_markdown":"The xulgath corpse splits open to release a cloud of tiny ectoplasmic crystals which, when they are inhaled, disorient and devitalize living …","text":" Ghost Crystal Cloud Source Pathfinder #152: Legacy of the Lost God pg. 28 Complexity Simple The xulgath corpse splits open to release a cloud of tiny ectoplasmic crystals which, when they are inhaled, disorient and devitalize living creatures. --- Stealth DC 28 (trained) Disable DC 26 Arcana or Occult (expert) to render the crystal cloud inert AC 27, Fort +17, Ref +13 HP 70 Immunities critical hits, object immunities, precision damage Ectoplasmic Explosion Reaction Trigger A creature touches or disturbs the corpse containing the growth of crystals; Effect All creatures within 10 feet of the corpse are exposed to the ghost crystal cloud. Ghost Crystal Cloud (inhaled, poison) Creatures with the ethereal trait are immune; Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and stupefied 1 (1 round); Stage 2 2d10 poison damage and stupefied 2 (1 round); Stage 3 3d10 poison damage and stupefied 3 (1 round) --- Reset The crystals regrow into a number sufficient to form another dangerous cloud after 1 week.","trait":["Environmental","Uncommon"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Environmental","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=220","weakness":{}}},{"_index":"aon18","_id":"hazard-221","_score":4.0463834,"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 26 Occultism (expert) to exorcise the spirits, or Deception or DC 28 Religion (trained) to imitate the Arodenite faith and render the haunt harmless until it resets","exclude_from_search":false,"fortitude_save":13,"hazard_type":"Haunt","hp":60,"hp_raw":"60","id":"hazard-221","immunity":["critical hits","physical damage"],"immunity_markdown":"critical hits, physical damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Echoes of Faith](/Hazards.aspx?ID=221)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 29</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe restless spirits of clergy who once inhabited this now-defiled temple of Aroden remain within the sanctuary and pulpit.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 24 (expert)\r\n\r\n**Disable**\r\nDC 26 Occultism (expert) to exorcise the spirits, or [Deception](/Skills.aspx?ID=5) or DC 28 [Religion](/Skills.aspx?ID=13) (trained) to imitate the Arodenite faith and render the haunt harmless until it resets\n\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +13, **Will** +15\n\n**HP**\r\n60\r\n\r\n**Immunities**\r\ncritical hits, physical damage\r\n\r\n**Weaknesses**\r\n[positive](/Traits.aspx?ID=128) 10\n\n</column>\r\n\r\n**Phantom Sermon** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** A non-Arodenite creature approaches within 5 feet of the lectern; **Effect** A spectral minister appears before the pulpit, resembling an ever-shifting amalgamation of several past priests. The spectral minister delivers fervent exhortations about faithlessness. Each creature on the dais must succeed at a DC 24 Will save or become [drained 2](/Conditions.aspx?ID=10). On a critical failure, the creature is drained 4.\n\n---\r\n**Reset**\r\nThe spirits return in 1d8 hours as long as any [xulgaths](/MonsterFamilies.aspx?ID=102) remain in Moonstone Hall.","name":"Echoes of Faith","rarity":"common","release_date":"2020-02-26","reset":"The spirits return in 1d8 hours as long as any <%MON.FAMILY%102%%>xulgaths<%END> remain in Moonstone Hall.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 29</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe restless spirits of clergy who once inhabited this now-defiled temple of Aroden remain within the sanctuary and pulpit.\r\n</summary>","source":["Pathfinder #152: Legacy of the Lost God"],"source_raw":["Pathfinder #152: Legacy of the Lost God pg. 29"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 29</row>","speed":{},"stealth":"DC 24 (expert)","summary":"The restless spirits of clergy who once inhabited this now-defiled temple of Aroden remain within the sanctuary and pulpit.","summary_markdown":"The restless spirits of clergy who once inhabited this now-defiled temple of Aroden remain within the sanctuary and pulpit.","text":" Echoes of Faith Source Pathfinder #152: Legacy of the Lost God pg. 29 Complexity Simple The restless spirits of clergy who once inhabited this now-defiled temple of Aroden remain within the sanctuary and pulpit. --- Stealth DC 24 (expert) Disable DC 26 Occultism (expert) to exorcise the spirits, or Deception or DC 28 Religion (trained) to imitate the Arodenite faith and render the haunt harmless until it resets AC 24, Fort +13, Will +15 HP 60 Immunities critical hits, physical damage Weaknesses positive 10 Phantom Sermon Reaction (divine, necromancy) Trigger A non-Arodenite creature approaches within 5 feet of the lectern; Effect A spectral minister appears before the pulpit, resembling an ever-shifting amalgamation of several past priests. The spectral minister delivers fervent exhortations about faithlessness. Each creature on the dais must succeed at a DC 24 Will save or become drained 2. On a critical failure, the creature is drained 4. --- Reset The spirits return in 1d8 hours as long as any xulgaths remain in Moonstone Hall.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=221","weakness":{"positive":10},"weakness_markdown":"[positive](/Traits.aspx?ID=128) 10","weakness_raw":" positive 10","will_save":15}},{"_index":"aon18","_id":"hazard-222","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 24 Acrobatics to approach without triggering the trap followed by DC 26 Thievery (expert) to erase the rune, or dispel magic (4th level; counteract DC 24) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-222","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Krooth Summoning Rune](/Hazards.aspx?ID=222)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 30</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe haze conceals a rune that summons a [krooth](/Monsters.aspx?ID=276) in front of the door to area B10.\r\n\r\n---\r\n\r\n**Stealth**\r\n+14 (expert)\r\n\r\n**Disable**\r\nDC 24 [Acrobatics](/Skills.aspx?ID=1) to approach without triggering the trap followed by DC 26 [Thievery](/Skills.aspx?ID=17) (expert) to erase the rune, or [_dispel magic_](/Spells.aspx?ID=78) (4th level; [counteract](/Rules.aspx?ID=371) DC 24) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Summon Monster** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), [summon](/Traits.aspx?ID=154)) **Trigger** A non-[xulgath](/MonsterFamilies.aspx?ID=102), non-[demon](/MonsterFamilies.aspx?ID=28) creature that isn't carrying a [religious symbol](/Equipment.aspx?ID=41) of [Zevgavizeb](/Deities.aspx?ID=82) crosses from the north part of the hall to the south part of the hall; **Effect** The trap summons a [krooth](/Monsters.aspx?ID=276). The krooth rolls initiative and remains for 2d6 rounds, after which the spell ends and the krooth disappears. The krooth also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the krooth can use 3 actions each round and can use reactions.\n\n---\r\n**Reset**\r\nThe trap resets after 24 hours.","name":"Krooth Summoning Rune","rarity":"uncommon","release_date":"2020-02-26","reset":"The trap resets after 24 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 30</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe haze conceals a rune that summons a krooth in front of the door to area B10.\r\n</summary>","source":["Pathfinder #152: Legacy of the Lost God"],"source_raw":["Pathfinder #152: Legacy of the Lost God pg. 30"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 30</row>","speed":{},"spoilers":"Extinction Curse","stealth":"+14 (expert)","summary":"The haze conceals a rune that summons a krooth in front of the door to area B10.","summary_markdown":"The haze conceals a rune that summons a krooth in front of the door to area B10.","text":" Krooth Summoning Rune Source Pathfinder #152: Legacy of the Lost God pg. 30 Complexity Complex The haze conceals a rune that summons a krooth in front of the door to area B10. --- Stealth +14 (expert) Disable DC 24 Acrobatics to approach without triggering the trap followed by DC 26 Thievery (expert) to erase the rune, or dispel magic (4th level; counteract DC 24) to counteract the rune Summon Monster Reaction (arcane, conjuration, summon) Trigger A non-xulgath, non-demon creature that isn't carrying a religious symbol of Zevgavizeb crosses from the north part of the hall to the south part of the hall; Effect The trap summons a krooth. The krooth rolls initiative and remains for 2d6 rounds, after which the spell ends and the krooth disappears. The krooth also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the krooth can use 3 actions each round and can use reactions. --- Reset The trap resets after 24 hours.","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=222","weakness":{}}},{"_index":"aon18","_id":"hazard-223","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 29 Religion (expert) or Occultism or DC 31 Thievery (expert) to dismiss the magic on a single statue. Replacing the two missing masks (a mask made of or incorporating coins on the merchant statue and a mask made of any valuable fabric on the tailor statue) and succeeding at a DC 27 Religion check disarms the trap.","exclude_from_search":false,"fortitude_save":20,"hardness":18,"hardness_raw":"18 Statue Hardness","hazard_type":"Trap","hp":48,"hp_raw":"48 (BT 24)","id":"hazard-223","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Masks of Aroden's Guises](/Hazards.aspx?ID=223)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 37</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nTen masks adorn twelve stone statues.\r\n\r\n---\r\n\r\n**Stealth**\r\n+20 (expert)\r\n\r\n**Disable**\r\nDC 29 [Religion](/Skills.aspx?ID=13) (expert) or [Occultism](/Skills.aspx?ID=11) or DC 31 [Thievery](/Skills.aspx?ID=17) (expert) to dismiss the magic on a single statue. Replacing the two missing masks (a mask made of or incorporating coins on the merchant statue and a mask made of any valuable fabric on the tailor statue) and succeeding at a DC 27 Religion check disarms the trap.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +20, **Ref** +16\r\n\r\n**Statue Hardness**\r\n18\r\n\r\n**Statue HP**\r\n48 (BT 24)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Unmasked Statues** <actions string=\"Reaction\" /> ([occult](/Traits.aspx?ID=120)) **Trigger** A creature removes the mask from a statue; **Effect** The trap casts [_phantasmal killer_](/Spells.aspx?ID=219) (DC 27) against the creature, creating an image of the statue lunging forth. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) An unmasked statue casts [_phantasmal killer_](/Spells.aspx?ID=219) (DC 27) against a target in the room for each of the trap's actions, creating an image of the statue lunging forth. It doesn't affect the same creature more than once; if there are fewer targets than it has actions, the trap doesn't use its remaining actions. Unmasking an additional statue increases the hazard's actions by 1, and replacing a mask reduces its actions by 1.\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets 1 minute after it has no target creatures.","name":"Masks of Aroden's Guises","rarity":"rare","reflex_save":16,"release_date":"2020-02-26","reset":"The trap deactivates and resets 1 minute after it has no target creatures.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 37</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTen masks adorn twelve stone statues.\r\n</summary>","source":["Pathfinder #152: Legacy of the Lost God"],"source_raw":["Pathfinder #152: Legacy of the Lost God pg. 37"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 37</row>","speed":{},"spoilers":"Extinction Curse","stealth":"+20 (expert)","summary":"Ten masks adorn twelve stone statues.","summary_markdown":"Ten masks adorn twelve stone statues.","text":" Masks of Aroden's Guises Source Pathfinder #152: Legacy of the Lost God pg. 37 Complexity Complex Ten masks adorn twelve stone statues. --- Stealth +20 (expert) Disable DC 29 Religion (expert) or Occultism or DC 31 Thievery (expert) to dismiss the magic on a single statue. Replacing the two missing masks (a mask made of or incorporating coins on the merchant statue and a mask made of any valuable fabric on the tailor statue) and succeeding at a DC 27 Religion check disarms the trap. AC 30, Fort +20, Ref +16 Statue Hardness 18 Statue HP 48 (BT 24) Immunities critical hits, object immunities, precision damage Unmasked Statues Reaction (occult) Trigger A creature removes the mask from a statue; Effect The trap casts phantasmal killer (DC 27) against the creature, creating an image of the statue lunging forth. The trap then rolls initiative. --- Routine (3 actions) An unmasked statue casts phantasmal killer (DC 27) against a target in the room for each of the trap's actions, creating an image of the statue lunging forth. It doesn't affect the same creature more than once; if there are fewer targets than it has actions, the trap doesn't use its remaining actions. Unmasking an additional statue increases the hazard's actions by 1, and replacing a mask reduces its actions by 1. --- Reset The trap deactivates and resets 1 minute after it has no target creatures.","trait":["Complex","Magical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=223","weakness":{}}},{"_index":"aon18","_id":"hazard-224","_score":4.0463834,"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 31 Thievery (master) on the wheel to flip the switch returning it to a harmless carnival game, DC 26 Thievery (expert) to erase each rune, or dispel magic (5th level; counteract DC 28) to counteract each rune","exclude_from_search":false,"fortitude_save":21,"hardness":16,"hardness_raw":"16","hazard_type":"Trap","hp":80,"hp_raw":"80 (BT 40)","id":"hazard-224","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Hallowed Wheel](/Hazards.aspx?ID=224)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 51</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAn ornate wheel, divided into eight segments with a rune painted on each, is mounted on a pole and controlled by a lever that can be triggered manually or a sensor that detects creatures within 30 feet in front of it.\r\n\r\n---\r\n\r\n**Stealth**\r\n+19 (expert) to detect the magical sensor; noticing the wheel has a DC of 0\r\n\r\n**Disable**\r\nDC 31 [Thievery](/Skills.aspx?ID=17) (master) on the wheel to flip the switch returning it to a harmless carnival game, DC 26 Thievery (expert) to erase each rune, or [_dispel magic_](/Spells.aspx?ID=78) (5th level; [counteract](/Rules.aspx?ID=371) DC 28) to counteract each rune\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +21, **Ref** +15\r\n\r\n**Hardness**\r\n16\r\n\r\n**HP**\r\n80 (BT 40)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Wheel Spin** <actions string=\"Reaction\" /> **Trigger** A creature pulls the lever or enters the sensor's detection area; **Effect** The wheel begins to spin and rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d8 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17). This spell's target is centered on or otherwise includes the nearest creature in the spell's area. This increases the spell's range to 30 feet if necessary. Any spell cast by this trap is [occult](/Traits.aspx?ID=120). <ol><li>[_black tentacles_](/Spells.aspx?ID=23)</li><li>[_blindness_](/Spells.aspx?ID=26)</li><li>[_confusion_](/Spells.aspx?ID=48)</li><li>[_death ward_](/Spells.aspx?ID=64)</li><li>[_outcast's curse_](/Spells.aspx?ID=211)</li><li>[_shadow blast_](/Spells.aspx?ID=273) (force damage in a 30-foot line)</li><li>[_sound burst_](/Spells.aspx?ID=292)</li><li>[_spider climb_](/Spells.aspx?ID=299)</li></ol>\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor. ","name":"Hallowed Wheel","rarity":"rare","reflex_save":15,"release_date":"2020-02-26","reset":"The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor. ","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 51</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn ornate wheel, divided into eight segments with a rune painted on each, is mounted on a pole and controlled by a lever that can be triggered …\r\n</summary>","source":["Pathfinder #152: Legacy of the Lost God"],"source_raw":["Pathfinder #152: Legacy of the Lost God pg. 51"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 51</row>","speed":{},"spoilers":"Extinction Curse","stealth":"+19 (expert) to detect the magical sensor; noticing the wheel has a DC of 0","summary":"An ornate wheel, divided into eight segments with a rune painted on each, is mounted on a pole and controlled by a lever that can be triggered …","summary_markdown":"An ornate wheel, divided into eight segments with a rune painted on each, is mounted on a pole and controlled by a lever that can be triggered …","text":" Hallowed Wheel Source Pathfinder #152: Legacy of the Lost God pg. 51 Complexity Complex An ornate wheel, divided into eight segments with a rune painted on each, is mounted on a pole and controlled by a lever that can be triggered manually or a sensor that detects creatures within 30 feet in front of it. --- Stealth +19 (expert) to detect the magical sensor; noticing the wheel has a DC of 0 Disable DC 31 Thievery (master) on the wheel to flip the switch returning it to a harmless carnival game, DC 26 Thievery (expert) to erase each rune, or dispel magic (5th level; counteract DC 28) to counteract each rune AC 30, Fort +21, Ref +15 Hardness 16 HP 80 (BT 40) Immunities critical hits, object immunities, precision damage Wheel Spin Reaction Trigger A creature pulls the lever or enters the sensor's detection area; Effect The wheel begins to spin and rolls initiative. --- Routine (2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d8 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17). This spell's target is centered on or otherwise includes the nearest creature in the spell's area. This increases the spell's range to 30 feet if necessary. Any spell cast by this trap is occult. black tentacles blindness confusion death ward outcast's curse shadow blast (force damage in a 30-foot line) sound burst spider climb --- Reset The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor. ","trait":["Complex","Magical","Mechanical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=224","weakness":{}}},{"_index":"aon18","_id":"hazard-225","_score":4.0463834,"_source":{"ac":28,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 26 Thievery (expert) or dispel magic (5th level; counteract DC 28) to stop the mirrors' shuffling; DC 28 Occultism or Religion (expert) to dispel the minotaur","exclude_from_search":false,"fortitude_save":29,"hardness":18,"hardness_raw":"18","hazard_type":"Trap","hp":64,"hp_raw":"64 (BT 32)","id":"hazard-225","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Maze of Mirrors](/Hazards.aspx?ID=225)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 56</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nInvisible runes in the maze disorient those within it and cause its mirrored walls to shift about.\r\n\r\n---\r\n\r\n**Stealth**\r\n+18 (trained) to detect the magical runes in the maze; noticing the maze itself has a DC of 0\r\n\r\n**Disable**\r\nDC 26 [Thievery](/Skills.aspx?ID=17) (expert) or [_dispel magic_](/Spells.aspx?ID=78) (5th level; [counteract](/Rules.aspx?ID=371) DC 28) to stop the mirrors' shuffling; DC 28 [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13) (expert) to dispel the minotaur\n\n<column gap=\"tiny\">\r\n\r\n**AC** 28, **Fort** +29, **Ref** +14\r\n\r\n**Hardness**\r\n18\r\n\r\n**HP**\r\n64 (BT 32)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**The Maze Awakens** <actions string=\"Reaction\" /> **Trigger** A creature enters the maze; **Effect** Creatures in the maze can't escape it except by use of [teleportation](/Traits.aspx?ID=156) magic or as described in Trapped in the Maze. The trap rolls initiative.<br /> **Trapped in the Maze** Once each turn after it has taken a [move](/Traits.aspx?ID=114) action within the maze, each target in the maze can spend 1 action to attempt a DC 26 Perception or [Survival](/Skills.aspx?ID=16) check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can [Aid](/Actions.aspx?ID=75) this check. The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success better than the result of its roll when attempting this check (failure to success, for example).\r\n\r\n**Critical Success** The target escapes the maze.<br />\r\n**Success** The target is on the right path to the exit. If the target was already on the right path, it escapes the maze.<br />\r\n**Failure** The target makes no progress toward escape.<br />\r\n**Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is.\r\n\r\n---\r\n**Routine**\r\n(3 actions) The trap uses its first action to magically shuffle the mirrors, rendering markings or maps of the maze ineffective. Creatures in the maze that fail a DC 26 Will save are [stupefied 1](/Conditions.aspx?ID=37) until they leave the maze. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). For its second action, the trap's ghostly minotaur attacks a random creature in the maze with its spectral gore. For its third action, the trap makes another spectral gore attack against a random creature.<br /> **Melee** <actions string=\"Single Action\" /> spectral gore +21, **Damage** 2d8+8 mental\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets if 1 minute passes without any creature in the maze.","name":"Maze of Mirrors","rarity":"rare","reflex_save":14,"release_date":"2020-02-26","reset":"The trap deactivates and resets if 1 minute passes without any creature in the maze.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 56</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nInvisible runes in the maze disorient those within it and cause its mirrored walls to shift about.\r\n</summary>","source":["Pathfinder #152: Legacy of the Lost God"],"source_raw":["Pathfinder #152: Legacy of the Lost God pg. 56"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 56</row>","speed":{},"spoilers":"Extinction Curse","stealth":"+18 (trained) to detect the magical runes in the maze; noticing the maze itself has a DC of 0","summary":"Invisible runes in the maze disorient those within it and cause its mirrored walls to shift about.","summary_markdown":"Invisible runes in the maze disorient those within it and cause its mirrored walls to shift about.","text":" Maze of Mirrors Source Pathfinder #152: Legacy of the Lost God pg. 56 Complexity Complex Invisible runes in the maze disorient those within it and cause its mirrored walls to shift about. --- Stealth +18 (trained) to detect the magical runes in the maze; noticing the maze itself has a DC of 0 Disable DC 26 Thievery (expert) or dispel magic (5th level; counteract DC 28) to stop the mirrors' shuffling; DC 28 Occultism or Religion (expert) to dispel the minotaur AC 28, Fort +29, Ref +14 Hardness 18 HP 64 (BT 32) Immunities critical hits, object immunities, precision damage The Maze Awakens Reaction Trigger A creature enters the maze; Effect Creatures in the maze can't escape it except by use of teleportation magic or as described in Trapped in the Maze. The trap rolls initiative. Trapped in the Maze Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 Perception or Survival check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can Aid this check. The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success better than the result of its roll when attempting this check (failure to success, for example). Critical Success The target escapes the maze. Success The target is on the right path to the exit. If the target was already on the right path, it escapes the maze. Failure The target makes no progress toward escape. Critical Failure The target makes no progress toward escape, and if it was on the right path, it no longer is. --- Routine (3 actions) The trap uses its first action to magically shuffle the mirrors, rendering markings or maps of the maze ineffective. Creatures in the maze that fail a DC 26 Will save are stupefied 1 until they leave the maze. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). For its second action, the trap's ghostly minotaur attacks a random creature in the maze with its spectral gore. For its third action, the trap makes another spectral gore attack against a random creature. Melee Single Action spectral gore +21, Damage 2d8+8 mental --- Reset The trap deactivates and resets if 1 minute passes without any creature in the maze.","trait":["Complex","Magical","Mechanical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=225","weakness":{}}},{"_index":"aon18","_id":"hazard-226","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 30 Intimidation (expert) to quiet the spirit for 1 round, or DC 32 Religion (master) to exorcise it","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-226","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Raving Spirit](/Hazards.aspx?ID=226)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 25</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe restless spirit of Currew raves against his tormentors when someone enters his room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+20 (expert) or DC 30 (master) to detect the spiritual nexus\r\n\r\n**Disable**\r\nDC 30 [Intimidation](/Skills.aspx?ID=7) (expert) to quiet the spirit for 1 round, or DC 32 [Religion](/Skills.aspx?ID=13) (master) to exorcise it\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Raving Diatribe** <actions string=\"Reaction\" /> ([death](/Traits.aspx?ID=40), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature remains in area B3 for longer than 1 round; **Effect** Each creature in the sealed room is targeted by [nightmare](/Monsters.aspx?ID=308) (DC 30 Will save). The haunt counts as having met the targets. It then rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) The haunts casts [_phantasmal killer_](/Spells.aspx?ID=219) (DC 30 Will save) on a random creature who can see Currew's bed (it can even target creatures outside of area B3, so long as the target can see the bed). Everyone affected by the _phantasmal killer_ sees the same image: a sickly old man lies in the bed, screaming and ranting about his guilt, shame, and eventual death.\r\n\r\n---\r\n**Reset**\r\nThe haunt grows quiet and resets 1 minute after no creatures are in area B3.","name":"Raving Spirit","rarity":"common","release_date":"2020-03-26","reset":"The haunt grows quiet and resets 1 minute after no creatures are in area B3.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 25</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe restless spirit of Currew raves against his tormentors when someone enters his room.\r\n</summary>","source":["Pathfinder #153: Life's Long Shadows"],"source_raw":["Pathfinder #153: Life's Long Shadows pg. 25"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 25</row>","speed":{},"stealth":"+20 (expert) or DC 30 (master) to detect the spiritual nexus","summary":"The restless spirit of Currew raves against his tormentors when someone enters his room.","summary_markdown":"The restless spirit of Currew raves against his tormentors when someone enters his room.","text":" Raving Spirit Source Pathfinder #153: Life's Long Shadows pg. 25 Complexity Complex The restless spirit of Currew raves against his tormentors when someone enters his room. --- Stealth +20 (expert) or DC 30 (master) to detect the spiritual nexus Disable DC 30 Intimidation (expert) to quiet the spirit for 1 round, or DC 32 Religion (master) to exorcise it Raving Diatribe Reaction (death, emotion, fear, illusion, mental, occult) Trigger A creature remains in area B3 for longer than 1 round; Effect Each creature in the sealed room is targeted by nightmare (DC 30 Will save). The haunt counts as having met the targets. It then rolls initiative. --- Routine (2 actions) The haunts casts phantasmal killer (DC 30 Will save) on a random creature who can see Currew's bed (it can even target creatures outside of area B3, so long as the target can see the bed). Everyone affected by the phantasmal killer sees the same image: a sickly old man lies in the bed, screaming and ranting about his guilt, shame, and eventual death. --- Reset The haunt grows quiet and resets 1 minute after no creatures are in area B3.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=226","weakness":{}}},{"_index":"aon18","_id":"hazard-227","_score":4.0463834,"_source":{"ac":31,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 32 Thievery (master) to sufficiently jam the tubes to make the trap unable to attack creatures in a single 5-foot square in the room, or DC 34 Crafting (master) to alter one of the three launching mechanisms","exclude_from_search":false,"fortitude_save":24,"hardness":20,"hardness_raw":"20","hazard_type":"Trap","hp":80,"hp_raw":"80 (BT 40) per launching mechanism","id":"hazard-227","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Caustic Dart Trap](/Hazards.aspx?ID=227)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 29</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals. All three launching mechanisms must be disabled or destroyed to deactivate the trap.\r\n\r\n---\r\n\r\n**Stealth**\r\n+20 (expert) or DC 30 (expert) to notice the three launching mechanisms built into the wall\r\n\r\n**Disable**\r\nDC 32 [Thievery](/Skills.aspx?ID=17) (master) to sufficiently jam the tubes to make the trap unable to attack creatures in a single 5-foot square in the room, or DC 34 [Crafting](/Skills.aspx?ID=4) (master) to alter one of the three launching mechanisms\n\n<column gap=\"tiny\">\r\n\r\n**AC** 31, **Fort** +24, **Ref** +15\r\n\r\n**Hardness**\r\n20\r\n\r\n**HP**\r\n80 (BT 40) per launching mechanism\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Dart Barrage** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)); **Trigger** A creature reaches the midpoint of the hall; **Effect** The trap makes an acid dart against three different random creatures in the hall. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The trap uses each action for a caustic dart Strike. The trap loses 1 action for each launching mechanism that is [broken](/Conditions.aspx?ID=2) or destroyed.<br /> **Ranged** caustic dart +28, **Damage** 2d4+5 piercing and 4d4+8 acid\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets 1 minute after no creatures are in area C7.","name":"Caustic Dart Trap","rarity":"common","reflex_save":15,"release_date":"2020-03-26","reset":"The trap deactivates and resets 1 minute after no creatures are in area C7.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 29</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals. All three launching mechanisms must be disabled or …\r\n</summary>","source":["Pathfinder #153: Life's Long Shadows"],"source_raw":["Pathfinder #153: Life's Long Shadows pg. 29"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #153: Life's Long Shadows](/Sources.aspx?ID=29) pg. 29</row>","speed":{},"stealth":"+20 (expert) or DC 30 (expert) to notice the three launching mechanisms built into the wall","summary":"Three launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals. All three launching mechanisms must be disabled or …","summary_markdown":"Three launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals. All three launching mechanisms must be disabled or …","text":" Caustic Dart Trap Source Pathfinder #153: Life's Long Shadows pg. 29 Complexity Complex Three launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals. All three launching mechanisms must be disabled or destroyed to deactivate the trap. --- Stealth +20 (expert) or DC 30 (expert) to notice the three launching mechanisms built into the wall Disable DC 32 Thievery (master) to sufficiently jam the tubes to make the trap unable to attack creatures in a single 5-foot square in the room, or DC 34 Crafting (master) to alter one of the three launching mechanisms AC 31, Fort +24, Ref +15 Hardness 20 HP 80 (BT 40) per launching mechanism Immunities critical hits, object immunities, precision damage Dart Barrage Reaction (attack); Trigger A creature reaches the midpoint of the hall; Effect The trap makes an acid dart against three different random creatures in the hall. The trap then rolls initiative. --- Routine (3 actions) The trap uses each action for a caustic dart Strike. The trap loses 1 action for each launching mechanism that is broken or destroyed. Ranged caustic dart +28, Damage 2d4+5 piercing and 4d4+8 acid --- Reset The trap deactivates and resets 1 minute after no creatures are in area C7.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=227","weakness":{}}},{"_index":"aon18","_id":"hazard-228","_score":4.0463834,"_source":{"ac":33,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 34 Thievery (expert) to identify and harmlessly cut the taut wiring","exclude_from_search":false,"fortitude_save":25,"hardness":21,"hardness_raw":"21","hazard_type":"Trap","hp":84,"hp_raw":"84 (BT 42)","id":"hazard-228","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Explosive Furniture Trap](/Hazards.aspx?ID=228)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 18</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nWiring keeping the furniture together unravels, causing the spring-loaded pieces of furniture and wire to shoot outward.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert)\r\n\r\n**Disable**\r\nDC 34 [Thievery](/Skills.aspx?ID=17) (expert) to identify and harmlessly cut the taut wiring\n\n<column gap=\"tiny\">\r\n\r\n**AC** 33, **Fort** +25, **Ref** +19\r\n\r\n**Hardness**\r\n21\r\n\r\n**HP**\r\n84 (BT 42)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Unsprung Wires** <actions string=\"Reaction\" /> **Trigger** A creature moves within 5 feet of the pile of broken furniture; **Effect** The pile of furniture and entangling wires explodes outward. The trap deals 6d10+27 slashing damage (DC 32 [basic](/Rules.aspx?ID=329) Reflex save). On a failed save, the target takes a 10-foot penalty to all its Speeds for 1 round (1 minute on a critical failure).","name":"Explosive Furniture Trap","rarity":"common","reflex_save":19,"release_date":"2020-04-29","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 18</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWiring keeping the furniture together unravels, causing the spring-loaded pieces of furniture and wire to shoot outward.\r\n</summary>","source":["Pathfinder #154: Siege of the Dinosaurs"],"source_raw":["Pathfinder #154: Siege of the Dinosaurs pg. 18"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 18</row>","speed":{},"stealth":"DC 30 (expert)","summary":"Wiring keeping the furniture together unravels, causing the spring-loaded pieces of furniture and wire to shoot outward.","summary_markdown":"Wiring keeping the furniture together unravels, causing the spring-loaded pieces of furniture and wire to shoot outward.","text":" Explosive Furniture Trap Source Pathfinder #154: Siege of the Dinosaurs pg. 18 Complexity Simple Wiring keeping the furniture together unravels, causing the spring-loaded pieces of furniture and wire to shoot outward. --- Stealth DC 30 (expert) Disable DC 34 Thievery (expert) to identify and harmlessly cut the taut wiring AC 33, Fort +25, Ref +19 Hardness 21 HP 84 (BT 42) Immunities critical hits, object immunities, precision damage Unsprung Wires Reaction Trigger A creature moves within 5 feet of the pile of broken furniture; Effect The pile of furniture and entangling wires explodes outward. The trap deals 6d10+27 slashing damage (DC 32 basic Reflex save). On a failed save, the target takes a 10-foot penalty to all its Speeds for 1 round (1 minute on a critical failure).","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=228","weakness":{}}},{"_index":"aon18","_id":"hazard-229","_score":4.0463834,"_source":{"ac":33,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 34 Thievery (master) to disrupt the rune without triggering it or dispel magic (6th level; counteract DC 31) to magically counteract the rune","exclude_from_search":false,"fortitude_save":25,"hardness":21,"hardness_raw":"21","hazard_type":"Trap","hp":84,"hp_raw":"84 (BT 42)","id":"hazard-229","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Buzzing Latch Rune](/Hazards.aspx?ID=229)</title>\r\n\r\n<traits>\r\n<trait label=\"Electricity\" url=\"/Traits.aspx?ID=56\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Sonic\" url=\"/Traits.aspx?ID=147\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 21</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn invisible rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 32 (master)\r\n\r\n**Disable**\r\nDC 34 [Thievery](/Skills.aspx?ID=17) (master) to disrupt the rune without triggering it or [_dispel magic_](/Spells.aspx?ID=78) (6th level; [counteract](/Rules.aspx?ID=371) DC 31) to magically counteract the rune\n\n<column gap=\"tiny\">\r\n\r\n**AC** 33, **Fort** +25, **Ref** +19\r\n\r\n**Hardness**\r\n21\r\n\r\n**HP**\r\n84 (BT 42)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Jolting Buzz** <actions string=\"Reaction\" /> ([electricity](/Traits.aspx?ID=56), [evocation](/Traits.aspx?ID=65), [primal](/Traits.aspx?ID=134), [sonic](/Traits.aspx?ID=147)) **Trigger** A creature attempts to open the door without using the key; **Effect** The trap makes a loud buzz and deals 5d10 electricity damage and 5d10 sonic damage to the triggering creature (DC 32 [basic](/Rules.aspx?ID=329) Reflex save; this save applies to both the electricity damage and the sonic damage). Further, the creature must attempt a DC 32 Fortitude save.\r\n\r\n**Critical Success** No effect.<br />\r\n**Success** The target is [paralyzed](/Conditions.aspx?ID=28) for 1 round.<br />\r\n**Failure** The target is paralyzed for 1d4 rounds. At the end of each of its turns, it can attempt a new DC 32 Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success.<br />\r\n**Critical Failure** The target is paralyzed for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success.\n\n---\r\n**Reset**\r\nThe trap resets after 1 hour.","name":"Buzzing Latch Rune","rarity":"common","reflex_save":19,"release_date":"2020-04-29","reset":"The trap resets after 1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Electricity\" url=\"/Traits.aspx?ID=56\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Sonic\" url=\"/Traits.aspx?ID=147\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 21</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder.\r\n</summary>","source":["Pathfinder #154: Siege of the Dinosaurs"],"source_raw":["Pathfinder #154: Siege of the Dinosaurs pg. 21"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 21</row>","speed":{},"stealth":"DC 32 (master)","summary":"An invisible rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder.","summary_markdown":"An invisible rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder.","text":" Buzzing Latch Rune Source Pathfinder #154: Siege of the Dinosaurs pg. 21 Complexity Simple An invisible rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder. --- Stealth DC 32 (master) Disable DC 34 Thievery (master) to disrupt the rune without triggering it or dispel magic (6th level; counteract DC 31) to magically counteract the rune AC 33, Fort +25, Ref +19 Hardness 21 HP 84 (BT 42) Immunities critical hits, object immunities, precision damage Jolting Buzz Reaction (electricity, evocation, primal, sonic) Trigger A creature attempts to open the door without using the key; Effect The trap makes a loud buzz and deals 5d10 electricity damage and 5d10 sonic damage to the triggering creature (DC 32 basic Reflex save; this save applies to both the electricity damage and the sonic damage). Further, the creature must attempt a DC 32 Fortitude save. Critical Success No effect. Success The target is paralyzed for 1 round. Failure The target is paralyzed for 1d4 rounds. At the end of each of its turns, it can attempt a new DC 32 Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success. Critical Failure The target is paralyzed for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success. --- Reset The trap resets after 1 hour.","trait":["Electricity","Magical","Sonic","Trap"],"trait_markdown":"[Electricity](/Traits.aspx?ID=56), [Magical](/Traits.aspx?ID=103), [Sonic](/Traits.aspx?ID=147), [Trap](/Traits.aspx?ID=158)","trait_raw":["Electricity","Magical","Sonic","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=229","weakness":{}}},{"_index":"aon18","_id":"hazard-230","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 36 Acrobatics to approach without triggering the trap followed by DC 34 Occultism (expert) or DC 38 Thievery (master) to erase the rune, or dispel magic (8th level; counteract DC 34) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-230","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Mukradi Summoning Runes](/Hazards.aspx?ID=230)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 35</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nBarely visible runes are etched into the stone floor in a 20-foot diameter circle.\r\n\r\n---\r\n\r\n**Stealth**\r\n+25 (master) to notice runes marked on the floor.\r\n\r\n**Disable**\r\nDC 36 [Acrobatics](/Skills.aspx?ID=1) to approach without triggering the trap followed by DC 34 [Occultism](/Skills.aspx?ID=11) (expert) or DC 38 [Thievery](/Skills.aspx?ID=17) (master) to erase the rune, or [_dispel magic_](/Spells.aspx?ID=78) (8th level; [counteract](/Rules.aspx?ID=371) DC 34) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Summon Monster** <actions string=\"Reaction\" /> ([conjuration](/Traits.aspx?ID=33), [occult](/Traits.aspx?ID=120), summon) **Trigger** A creature enters the circle without uttering the passphrase, “Praise to the Water Lizard”; Effect The trap summons a [mukradi](/Monsters.aspx?ID=303). The mukradi rolls initiative and remains for 1 minute, after which the spell ends and the mukradi disappears. The mukradi also disappears if someone disables the trap before the duration expires. The mukradi can use 3 actions each round and can use reactions, unlike most summoned creatures.\n\n---\r\n**Reset**\r\nThe trap resets at the first high tide of each day. ","name":"Mukradi Summoning Runes","rarity":"uncommon","release_date":"2020-04-29","reset":"The trap resets at the first high tide of each day. ","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 35</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nBarely visible runes are etched into the stone floor in a 20-foot diameter circle.\r\n</summary>","source":["Pathfinder #154: Siege of the Dinosaurs"],"source_raw":["Pathfinder #154: Siege of the Dinosaurs pg. 35"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 35</row>","speed":{},"spoilers":"Extinction Curse","stealth":"+25 (master) to notice runes marked on the floor.","summary":"Barely visible runes are etched into the stone floor in a 20-foot diameter circle.","summary_markdown":"Barely visible runes are etched into the stone floor in a 20-foot diameter circle.","text":" Mukradi Summoning Runes Source Pathfinder #154: Siege of the Dinosaurs pg. 35 Complexity Complex Barely visible runes are etched into the stone floor in a 20-foot diameter circle. --- Stealth +25 (master) to notice runes marked on the floor. Disable DC 36 Acrobatics to approach without triggering the trap followed by DC 34 Occultism (expert) or DC 38 Thievery (master) to erase the rune, or dispel magic (8th level; counteract DC 34) to counteract the rune Summon Monster Reaction (conjuration, occult, summon) Trigger A creature enters the circle without uttering the passphrase, “Praise to the Water Lizard”; Effect The trap summons a mukradi. The mukradi rolls initiative and remains for 1 minute, after which the spell ends and the mukradi disappears. The mukradi also disappears if someone disables the trap before the duration expires. The mukradi can use 3 actions each round and can use reactions, unlike most summoned creatures. --- Reset The trap resets at the first high tide of each day. ","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=230","weakness":{}}},{"_index":"aon18","_id":"hazard-231","_score":4.0463834,"_source":{"ac":36,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 34 Thievery (expert) to break the mechanism, or DC 39 Perception (master) to identify the three stones that, when pressed, prevent the trap from triggering","exclude_from_search":false,"fortitude_save":28,"hardness":23,"hardness_raw":"23","hazard_type":"Trap","hp":92,"hp_raw":"92 (BT 46)","id":"hazard-231","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Poisoned Secret Door Trap](/Hazards.aspx?ID=231)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 36</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nMultiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 34 (master)\r\n\r\n**Disable**\r\nDC 34 [Thievery](/Skills.aspx?ID=17) (expert) to break the mechanism, or DC 39 Perception (master) to identify the three stones that, when pressed, prevent the trap from triggering\n\n<column gap=\"tiny\">\r\n\r\n**AC** 36, **Fort** +28, **Ref** +19\r\n\r\n**Hardness**\r\n23\r\n\r\n**HP**\r\n92 (BT 46)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spring** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A creature tries to open the door, whether or not it is still locked, without first depressing three specific stones on the door's surface; **Effect** Needles pop out of the door at the triggering creature.\n\n **Melee** needles +32, **Damage** 1d12 piercing plus purple worm venom<br /> **Purple Worm Venom** (poison) **Saving Throw** DC 34 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** 5d6 poison damage and [enfeebled 2](/Conditions.aspx?ID=13) (1 round); **Stage 2** 6d6 poison damage and enfeebled 2 (1 round); **Stage 3** 8d6 poison and enfeebled 2 (1 round)\n\n---\r\n**Reset**\r\nIf disabled, the trap resets after 1 minute. ","name":"Poisoned Secret Door Trap","rarity":"common","reflex_save":19,"release_date":"2020-04-29","reset":"If disabled, the trap resets after 1 minute. ","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 36</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMultiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out.\r\n</summary>","source":["Pathfinder #154: Siege of the Dinosaurs"],"source_raw":["Pathfinder #154: Siege of the Dinosaurs pg. 36"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 36</row>","speed":{},"stealth":"DC 34 (master)","summary":"Multiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out.","summary_markdown":"Multiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out.","text":" Poisoned Secret Door Trap Source Pathfinder #154: Siege of the Dinosaurs pg. 36 Complexity Simple Multiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out. --- Stealth DC 34 (master) Disable DC 34 Thievery (expert) to break the mechanism, or DC 39 Perception (master) to identify the three stones that, when pressed, prevent the trap from triggering AC 36, Fort +28, Ref +19 Hardness 23 HP 92 (BT 46) Immunities critical hits, object immunities, precision damage Spring Reaction (attack) Trigger A creature tries to open the door, whether or not it is still locked, without first depressing three specific stones on the door's surface; Effect Needles pop out of the door at the triggering creature. Melee needles +32, Damage 1d12 piercing plus purple worm venom Purple Worm Venom (poison) Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage and enfeebled 2 (1 round); Stage 3 8d6 poison and enfeebled 2 (1 round) --- Reset If disabled, the trap resets after 1 minute. ","trait":["Magical","Mechanical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=231","weakness":{}}},{"_index":"aon18","_id":"hazard-232","_score":4.0463834,"_source":{"ac":34,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 Thievery (expert) to suppress the spring mechanism for one 5-foot segment of the barricade","exclude_from_search":false,"fortitude_save":26,"hardness":22,"hardness_raw":"22","hazard_type":"Trap","hp":88,"hp_raw":"88 (BT 44)","id":"hazard-232","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Spiked Barricade Trap](/Hazards.aspx?ID=232)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 45</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSpring-loaded wedges of sharpened stone pop out of the wooden barricade.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 32 (expert)\r\n\r\n**Disable**\r\nDC 33 [Thievery](/Skills.aspx?ID=17) (expert) to suppress the spring mechanism for one 5-foot segment of the barricade\n\n<column gap=\"tiny\">\r\n\r\n**AC** 34, **Fort** +26, **Ref** +18\r\n\r\n**Hardness**\r\n22\r\n\r\n**HP**\r\n88 (BT 44)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\n[fire](/Traits.aspx?ID=72) 10\n\n</column>\r\n\r\n**Spike Jab** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A creature enters the area adjacent to a barrier; **Effect** Wedges of sharpened stone extend from the barricade in all directions and attack all creatures within 10 feet.<br /> **Melee** spike +31 ([reach 10 feet](/Traits.aspx?ID=192)), **Damage** 6d12+24 slashing; no multiple attack penalty\n\n---\r\n**Reset**\r\nThe trap must be manually reset by pushing the wedges back into place.","name":"Spiked Barricade Trap","rarity":"common","reflex_save":18,"release_date":"2020-04-29","reset":"The trap must be manually reset by pushing the wedges back into place.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 45</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSpring-loaded wedges of sharpened stone pop out of the wooden barricade.\r\n</summary>","source":["Pathfinder #154: Siege of the Dinosaurs"],"source_raw":["Pathfinder #154: Siege of the Dinosaurs pg. 45"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #154: Siege of the Dinosaurs](/Sources.aspx?ID=31) pg. 45</row>","speed":{},"stealth":"DC 32 (expert)","summary":"Spring-loaded wedges of sharpened stone pop out of the wooden barricade.","summary_markdown":"Spring-loaded wedges of sharpened stone pop out of the wooden barricade.","text":" Spiked Barricade Trap Source Pathfinder #154: Siege of the Dinosaurs pg. 45 Complexity Simple Spring-loaded wedges of sharpened stone pop out of the wooden barricade. --- Stealth DC 32 (expert) Disable DC 33 Thievery (expert) to suppress the spring mechanism for one 5-foot segment of the barricade AC 34, Fort +26, Ref +18 Hardness 22 HP 88 (BT 44) Immunities critical hits, object immunities, precision damage Weaknesses fire 10 Spike Jab Reaction (attack) Trigger A creature enters the area adjacent to a barrier; Effect Wedges of sharpened stone extend from the barricade in all directions and attack all creatures within 10 feet. Melee spike +31 (reach 10 feet), Damage 6d12+24 slashing; no multiple attack penalty --- Reset The trap must be manually reset by pushing the wedges back into place.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=232","weakness":{"fire":10},"weakness_markdown":"[fire](/Traits.aspx?ID=72) 10","weakness_raw":" fire 10"}},{"_index":"aon18","_id":"hazard-233","_score":4.0463834,"_source":{"ac":40,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 42 (expert) to secure the doors in place without triggering the trap","exclude_from_search":false,"fortitude_save":32,"hardness":26,"hardness_raw":"26","hazard_type":"Trap","hp":104,"hp_raw":"104 (BT 52)","id":"hazard-233","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Crushing Gate Trap](/Hazards.aspx?ID=233)</title>\r\n\r\n<traits>\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 14</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA hidden stone rod causes two immense stone doors to fall forward from their gate, crushing anything beneath them. The doors also fall forward if touched.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 42 (master) to spot the triggering rod beneath the black sand\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 42 (expert) to secure the doors in place without triggering the trap\n\n<column gap=\"tiny\">\r\n\r\n**AC** 40, **Fort** +32, **Ref** +25\r\n\r\n**Hardness**\r\n26\r\n\r\n**HP**\r\n104 (BT 52)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Gate Collapse** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** The stone rod is moved or either door is touched; **Effect** The two falling doors deal 6d12+35 bludgeoning damage (DC 37 [basic](/Rules.aspx?ID=329) Reflex save) to all creatures within 15 feet of the gate. On a failure, a creature is also pinned beneath the door and [immobilized](/Conditions.aspx?ID=24) until the door is moved (DC 34 [Athletics](/Skills.aspx?ID=3)) or destroyed; each door has the same AC, Fortitude save, Hardness, and Hit Points as the trap itself. On a critical failure, the creature is trapped in such a way that it can't attempt to free itself. Moving or destroying one door doesn't help free anyone trapped by the other door.","name":"Crushing Gate Trap","rarity":"common","reflex_save":25,"release_date":"2020-05-27","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 14</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA hidden stone rod causes two immense stone doors to fall forward from their gate, crushing anything beneath them. The doors also fall forward if …\r\n</summary>","source":["Pathfinder #155: Lord of the Black Sands"],"source_raw":["Pathfinder #155: Lord of the Black Sands pg. 14"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 14</row>","speed":{},"stealth":"DC 42 (master) to spot the triggering rod beneath the black sand","summary":"A hidden stone rod causes two immense stone doors to fall forward from their gate, crushing anything beneath them. The doors also fall forward if …","summary_markdown":"A hidden stone rod causes two immense stone doors to fall forward from their gate, crushing anything beneath them. The doors also fall forward if …","text":" Crushing Gate Trap Source Pathfinder #155: Lord of the Black Sands pg. 14 Complexity Simple A hidden stone rod causes two immense stone doors to fall forward from their gate, crushing anything beneath them. The doors also fall forward if touched. --- Stealth DC 42 (master) to spot the triggering rod beneath the black sand Disable Thievery DC 42 (expert) to secure the doors in place without triggering the trap AC 40, Fort +32, Ref +25 Hardness 26 HP 104 (BT 52) Immunities critical hits, object immunities, precision damage Gate Collapse Reaction (attack) Trigger The stone rod is moved or either door is touched; Effect The two falling doors deal 6d12+35 bludgeoning damage (DC 37 basic Reflex save) to all creatures within 15 feet of the gate. On a failure, a creature is also pinned beneath the door and immobilized until the door is moved (DC 34 Athletics) or destroyed; each door has the same AC, Fortitude save, Hardness, and Hit Points as the trap itself. On a critical failure, the creature is trapped in such a way that it can't attempt to free itself. Moving or destroying one door doesn't help free anyone trapped by the other door.","trait":["Trap"],"trait_markdown":"[Trap](/Traits.aspx?ID=158)","trait_raw":["Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=233","weakness":{}}},{"_index":"aon18","_id":"hazard-234","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 43 Religion (master) to exorcise the spirits or DC 45 Deception (master) to trick the spirits into departing","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-234","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Host of Spirits](/Hazards.aspx?ID=234)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 27</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death.\r\n\r\n---\r\n\r\n**Stealth**\r\n+35 (expert)\r\n\r\n**Disable**\r\nDC 43 [Religion](/Skills.aspx?ID=13) (master) to exorcise the spirits or DC 45 [Deception](/Skills.aspx?ID=5) (master) to trick the spirits into departing\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Embrace of Death** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15), [death](/Traits.aspx?ID=40), [necromancy](/Traits.aspx?ID=117), [occult](/Traits.aspx?ID=120)) **Trigger** A creature that has angered the haunt begins its turn within 50 feet of the ruins of the house; **Effect** The haunt attempts a ghostly hand Strike against the target creature, and then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) For each of its actions, the trap attempts a ghostly hand Strike against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn't use its remaining actions).\n\n **Melee** ghostly hand +35, **Damage** 2d10+10 negative plus ghostly grip<br /> **Ghostly Grip** A creature outside the house that takes damage from the host of spirits' ghostly hand Strike must succeed at a DC 42 Reflex save or be [pulled](/Rules.aspx?ID=450) directly into the house. If there is a wall in the creature's path, that section of wall is destroyed, and the creature takes an additional 3d12 bludgeoning damage. The haunt's ghostly hand Strike also deals an additional 6d6 bludgeoning damage to a target already inside the house (DC 42 [basic](/Rules.aspx?ID=329) Fortitude save).\r\n\r\n---\r\n**Reset**\r\nThe haunt ends 1 round after no creatures are within 50 feet of the house. The haunt resets after 1 day","name":"Host of Spirits","rarity":"common","release_date":"2020-05-27","reset":"The haunt ends 1 round after no creatures are within 50 feet of the house. The haunt resets after 1 day","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 27</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death.\r\n</summary>","source":["Pathfinder #155: Lord of the Black Sands"],"source_raw":["Pathfinder #155: Lord of the Black Sands pg. 27"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 27</row>","speed":{},"stealth":"+35 (expert)","summary":"A host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death.","summary_markdown":"A host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death.","text":" Host of Spirits Source Pathfinder #155: Lord of the Black Sands pg. 27 Complexity Complex A host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death. --- Stealth +35 (expert) Disable DC 43 Religion (master) to exorcise the spirits or DC 45 Deception (master) to trick the spirits into departing Embrace of Death Reaction (attack, death, necromancy, occult) Trigger A creature that has angered the haunt begins its turn within 50 feet of the ruins of the house; Effect The haunt attempts a ghostly hand Strike against the target creature, and then rolls initiative. --- Routine (3 actions) For each of its actions, the trap attempts a ghostly hand Strike against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn't use its remaining actions). Melee ghostly hand +35, Damage 2d10+10 negative plus ghostly grip Ghostly Grip A creature outside the house that takes damage from the host of spirits' ghostly hand Strike must succeed at a DC 42 Reflex save or be pulled directly into the house. If there is a wall in the creature's path, that section of wall is destroyed, and the creature takes an additional 3d12 bludgeoning damage. The haunt's ghostly hand Strike also deals an additional 6d6 bludgeoning damage to a target already inside the house (DC 42 basic Fortitude save). --- Reset The haunt ends 1 round after no creatures are within 50 feet of the house. The haunt resets after 1 day","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=234","weakness":{}}},{"_index":"aon18","_id":"hazard-235","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 39 Thievery (legendary) to carefully remove the bone fetish that holds the curse.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-235","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Witch-Priests' Curse](/Hazards.aspx?ID=235)</title>\r\n\r\n<traits>\r\n<trait label=\"Curse\" url=\"/Traits.aspx?ID=38\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 34</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAnyone who opens a secret compartment is subjected to a powerful curse.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 42 (expert)\r\n\r\n**Disable**\r\nDC 39 [Thievery](/Skills.aspx?ID=17) (legendary) to carefully remove the bone fetish that holds the curse.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Hex of the Bloody Thief** <actions string=\"Reaction\" /> ([curse](/Traits.aspx?ID=38), [divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** A creature opens a secret compartment; **Effect** The creature must succeed at a DC 38 Will save or be subjected to the witch-priests' curse. Whenever a cursed creature takes at least 10 piercing or slashing damage from a single attack, it also takes 3d6 [persistent bleed damage](/Conditions.aspx?ID=29). In addition, the cursed creature regains only half as many Hit Points as normal from all healing. The effect is permanent unless removed by magic.\n\n---\r\n**Reset**\r\nThe trap resets if both secret compartments are shut.","name":"Witch-Priests' Curse","rarity":"common","release_date":"2020-05-27","reset":"The trap resets if both secret compartments are shut.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Curse\" url=\"/Traits.aspx?ID=38\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 34</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAnyone who opens a secret compartment is subjected to a powerful curse.\r\n</summary>","source":["Pathfinder #155: Lord of the Black Sands"],"source_raw":["Pathfinder #155: Lord of the Black Sands pg. 34"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 34</row>","speed":{},"stealth":"DC 42 (expert)","summary":"Anyone who opens a secret compartment is subjected to a powerful curse.","summary_markdown":"Anyone who opens a secret compartment is subjected to a powerful curse.","text":" Witch-Priests' Curse Source Pathfinder #155: Lord of the Black Sands pg. 34 Complexity Simple Anyone who opens a secret compartment is subjected to a powerful curse. --- Stealth DC 42 (expert) Disable DC 39 Thievery (legendary) to carefully remove the bone fetish that holds the curse. Hex of the Bloody Thief Reaction (curse, divine, necromancy) Trigger A creature opens a secret compartment; Effect The creature must succeed at a DC 38 Will save or be subjected to the witch-priests' curse. Whenever a cursed creature takes at least 10 piercing or slashing damage from a single attack, it also takes 3d6 persistent bleed damage. In addition, the cursed creature regains only half as many Hit Points as normal from all healing. The effect is permanent unless removed by magic. --- Reset The trap resets if both secret compartments are shut.","trait":["Curse","Magical","Trap"],"trait_markdown":"[Curse](/Traits.aspx?ID=38), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Curse","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=235","weakness":{}}},{"_index":"aon18","_id":"hazard-236","_score":4.0463834,"_source":{"ac":41,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 40 Thievery (master) to remove the animating magic without triggering the trap, or dispel magic (8th level; counteract DC 38) to counteract the animating magic","exclude_from_search":false,"fortitude_save":36,"hardness":30,"hardness_raw":"30","hazard_type":"Trap","hp":120,"hp_raw":"120 (BT 60)","id":"hazard-236","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Stabbing Sentinels](/Hazards.aspx?ID=236)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 53</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA petrified creature momentarily animates to attack an adjacent creature.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 45 (master)\r\n\r\n**Disable**\r\nDC 40 [Thievery](/Skills.aspx?ID=17) (master) to remove the animating magic without triggering the trap, or [_dispel magic_](/Spells.aspx?ID=78) (8th level; [counteract](/Rules.aspx?ID=371) DC 38) to counteract the animating magic\n\n<column gap=\"tiny\">\r\n\r\n**AC** 41, **Fort** +36, **Ref** +27\r\n\r\n**Hardness**\r\n30\r\n\r\n**HP**\r\n120 (BT 60)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Animated Attack** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15), [necromancy](/Traits.aspx?ID=117), [transmutation](/Traits.aspx?ID=157)) **Trigger** A living or [undead](/Traits.aspx?ID=160) creature moves within 5 feet of the stabbing sentinel; **Effect** The stabbing sentinel animates, making one Strike against the triggering creature.\n\n **Melee** blade +38, **Damage** 6d12+40 piercing plus petrification overcharge<br /> **Petrification Overcharge** On a critical hit, the target is [petrified](/Conditions.aspx?ID=30) for 1 round. Additionally, if another stabbing sentinel has already been triggered, that sentinel immediately resets. If no other stabbing sentinels have been triggered, then another random statue in the room becomes infused with animating magic and becomes another stabbing sentinel hazard (to a maximum of four at a time).\n\n---\r\n**Reset**\r\nThe magical energy that animates the statue builds up again over 24 hours and the trap resets.","name":"Stabbing Sentinels","rarity":"common","reflex_save":27,"release_date":"2020-05-27","reset":"The magical energy that animates the statue builds up again over 24 hours and the trap resets.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 53</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA petrified creature momentarily animates to attack an adjacent creature.\r\n</summary>","source":["Pathfinder #155: Lord of the Black Sands"],"source_raw":["Pathfinder #155: Lord of the Black Sands pg. 53"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 53</row>","speed":{},"stealth":"DC 45 (master)","summary":"A petrified creature momentarily animates to attack an adjacent creature.","summary_markdown":"A petrified creature momentarily animates to attack an adjacent creature.","text":" Stabbing Sentinels Source Pathfinder #155: Lord of the Black Sands pg. 53 Complexity Simple A petrified creature momentarily animates to attack an adjacent creature. --- Stealth DC 45 (master) Disable DC 40 Thievery (master) to remove the animating magic without triggering the trap, or dispel magic (8th level; counteract DC 38) to counteract the animating magic AC 41, Fort +36, Ref +27 Hardness 30 HP 120 (BT 60) Immunities critical hits, object immunities, precision damage Animated Attack Reaction (attack, necromancy, transmutation) Trigger A living or undead creature moves within 5 feet of the stabbing sentinel; Effect The stabbing sentinel animates, making one Strike against the triggering creature. Melee blade +38, Damage 6d12+40 piercing plus petrification overcharge Petrification Overcharge On a critical hit, the target is petrified for 1 round. Additionally, if another stabbing sentinel has already been triggered, that sentinel immediately resets. If no other stabbing sentinels have been triggered, then another random statue in the room becomes infused with animating magic and becomes another stabbing sentinel hazard (to a maximum of four at a time). --- Reset The magical energy that animates the statue builds up again over 24 hours and the trap resets.","trait":["Magical","Mechanical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=236","weakness":{}}},{"_index":"aon18","_id":"hazard-237","_score":4.0463834,"_ignored":["disable.keyword","reset.keyword"],"_source":{"ac":41,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 42 Thievery (legendary) to retrieve a creature from the mirror within 10 minutes of the switch (possible only if their mirror duplicate is dead), DC 47 Thievery (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (9th level; counteract DC 40) to counteract the mirror for 1 minute and prevent additional replacements from appearing during that time.","exclude_from_search":false,"fortitude_save":32,"hardness":1,"hardness_raw":"1","hazard_type":"Trap","hp":4,"hp_raw":"4 (BT 2); the mirror can't be damaged while any mirror duplicate is alive","id":"hazard-237","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Imperious Darkside Mirror](/Hazards.aspx?ID=237)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 54</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThis magic mirror replaces characters with evil duplicates from another dimension.\r\n\r\n---\r\n\r\n**Stealth**\r\n+32 (legendary) to notice that the mirror isn't a regular mirror\r\n\r\n**Disable**\r\nDC 42 [Thievery](/Skills.aspx?ID=17) (legendary) to retrieve a creature from the mirror within 10 minutes of the switch (possible only if their mirror duplicate is dead), DC 47 Thievery (master) to permanently disable the mirror once all mirror duplicates are dead, or [_dispel magic_](/Spells.aspx?ID=78) (9th level; [counteract](/Rules.aspx?ID=371) DC 40) to counteract the mirror for 1 minute and prevent additional replacements from appearing during that time.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 41, **Fort** +32, **Ref** +27\r\n\r\n**Hardness**\r\n1\r\n\r\n**HP**\r\n4 (BT 2); the mirror can't be damaged while any mirror duplicate is alive\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Reflection of Evil** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), [teleportation](/Traits.aspx?ID=156)) **Trigger** A non-evil creature is reflected in the mirror; **Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 42 Reflex to avoid being absorbed into the mirror), and rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The mirror absorbs another reflected creature into the mirror (DC 42 Reflex) and replaces it with a mirror duplicate. Mirror duplicates act on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change).\n\n Mirror duplicates are legendary in [Intimidation](/Skills.aspx?ID=7) and are permanently [quickened](/Conditions.aspx?ID=32), but they can use this additional action only to [Demoralize](/Actions.aspx?ID=53).\n\n A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.\r\n\r\n---\r\n**Reset**\r\nThe mirror is always ready to absorb creatures into another dimension. 10 minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature using the Thievery skill, the creature reaches the mirror dimension, where it could be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like [_plane shift_](/Spells.aspx?ID=222) can't reach them.","name":"Imperious Darkside Mirror","rarity":"common","reflex_save":27,"release_date":"2020-05-27","reset":"The mirror is always ready to absorb creatures into another dimension. 10 minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature using the Thievery skill, the creature reaches the mirror dimension, where it could be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like <%SPELLS%222%%><i>plane shift</i><%END> can't reach them.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 54</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis magic mirror replaces characters with evil duplicates from another dimension.\r\n</summary>","source":["Pathfinder #155: Lord of the Black Sands"],"source_raw":["Pathfinder #155: Lord of the Black Sands pg. 54"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #155: Lord of the Black Sands](/Sources.aspx?ID=33) pg. 54</row>","speed":{},"stealth":"+32 (legendary) to notice that the mirror isn't a regular mirror","summary":"This magic mirror replaces characters with evil duplicates from another dimension.","summary_markdown":"This magic mirror replaces characters with evil duplicates from another dimension.","text":" Imperious Darkside Mirror Source Pathfinder #155: Lord of the Black Sands pg. 54 Complexity Complex This magic mirror replaces characters with evil duplicates from another dimension. --- Stealth +32 (legendary) to notice that the mirror isn't a regular mirror Disable DC 42 Thievery (legendary) to retrieve a creature from the mirror within 10 minutes of the switch (possible only if their mirror duplicate is dead), DC 47 Thievery (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (9th level; counteract DC 40) to counteract the mirror for 1 minute and prevent additional replacements from appearing during that time. AC 41, Fort +32, Ref +27 Hardness 1 HP 4 (BT 2); the mirror can't be damaged while any mirror duplicate is alive Immunities critical hits, object immunities, precision damage Reflection of Evil Reaction (arcane, conjuration, teleportation) Trigger A non-evil creature is reflected in the mirror; Effect The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 42 Reflex to avoid being absorbed into the mirror), and rolls initiative. --- Routine (1 action) The mirror absorbs another reflected creature into the mirror (DC 42 Reflex) and replaces it with a mirror duplicate. Mirror duplicates act on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). Mirror duplicates are legendary in Intimidation and are permanently quickened, but they can use this additional action only to Demoralize. A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. --- Reset The mirror is always ready to absorb creatures into another dimension. 10 minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature using the Thievery skill, the creature reaches the mirror dimension, where it could be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them.","trait":["Complex","Magical","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=237","weakness":{}}},{"_index":"aon18","_id":"hazard-238","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":45,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 40 Thievery (master) or DC 35 Religion (master) four times to obliterate each of the four key runes. A DC 45 Thievery (legendary) check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation.","exclude_from_search":false,"fortitude_save":33,"hardness":30,"hardness_raw":"30","hazard_type":"Trap","hp":460,"hp_raw":"460 (BT 230)","id":"hazard-238","immunity":["object immunities (except mental effects)"],"immunity_markdown":"object immunities (except [mental](/Traits.aspx?ID=106) effects)","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Convergence Lattice](/Hazards.aspx?ID=238)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 15</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA complex clockwork of bright metal and delicately carved gemstones, the lattice's interlocking gears begin to whir as golden runes glow across its surface.\r\n\r\n---\r\n\r\n**Stealth**\r\n+34 (master) to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0.\r\n\r\n**Disable**\r\nDC 40 [Thievery](/Skills.aspx?ID=17) (master) or DC 35 [Religion](/Skills.aspx?ID=13) (master) four times to obliterate each of the four key runes. A DC 45 Thievery (legendary) check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 45, **Fort** +33, **Ref** +28, **Will** +36\r\n\r\n**Hardness**\r\n30\r\n\r\n**HP**\r\n460 (BT 230)\r\n\r\n**Immunities**\r\nobject immunities (except [mental](/Traits.aspx?ID=106) effects)\r\n\r\n**Weaknesses**\r\nchaotic 30, mental 30\n\n</column>\r\n\r\n**Begin Convergence** <actions string=\"Reaction\" /> **Trigger** A creature that is not controlled by the _convergence lattice_ sees it; **Effect** The lattice's clockworks begin to move and it rolls for initiative.\n\n---\r\n**Routine**\r\n(3 actions) The _convergence lattice_ uses its first action to call for aid. Each convergent creature within 100 feet of the lattice Strides toward the lattice as a reaction. Creatures thus called continue to move toward the lattice on their turn each round until they are adjacent to it, at which point they defend it with their lives. The lattice uses its second action to deal 16d6 mental damage (DC 42 [basic](/Rules.aspx?ID=329) Will save) to a non-convergent creature within 100 feet. This damage is [nonlethal](/Traits.aspx?ID=188); a creature knocked out by this damage doesn't gain the [dying](/Conditions.aspx?ID=11) condition and is automatically [controlled](/Conditions.aspx?ID=6) by the _convergence lattice_ when they awaken. The lattice uses its third action to make the same attack against a second non-convergent creature within 100 feet; if there isn't such a second creature, it doesn't take its third action.\r\n\r\n---\r\n**Reset**\r\nThe _convergence lattice_ deactivates and resets after there are no uncontrolled targets within line of sight for 1 minute.","name":"Convergence Lattice","rarity":"unique","reflex_save":28,"release_date":"2020-06-24","reset":"The <i>convergence lattice</i> deactivates and resets after there are no uncontrolled targets within line of sight for 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 15</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA complex clockwork of bright metal and delicately carved gemstones, the lattice's interlocking gears begin to whir as golden runes glow across its …\r\n</summary>","source":["Pathfinder #156: The Apocalypse Prophet"],"source_raw":["Pathfinder #156: The Apocalypse Prophet pg. 15"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 15</row>","speed":{},"spoilers":"Extinction Curse","stealth":"+34 (master) to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0.","summary":"A complex clockwork of bright metal and delicately carved gemstones, the lattice's interlocking gears begin to whir as golden runes glow across its …","summary_markdown":"A complex clockwork of bright metal and delicately carved gemstones, the lattice's interlocking gears begin to whir as golden runes glow across its …","text":" Convergence Lattice Source Pathfinder #156: The Apocalypse Prophet pg. 15 Complexity Complex A complex clockwork of bright metal and delicately carved gemstones, the lattice's interlocking gears begin to whir as golden runes glow across its surface. --- Stealth +34 (master) to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0. Disable DC 40 Thievery (master) or DC 35 Religion (master) four times to obliterate each of the four key runes. A DC 45 Thievery (legendary) check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation. AC 45, Fort +33, Ref +28, Will +36 Hardness 30 HP 460 (BT 230) Immunities object immunities (except mental effects) Weaknesses chaotic 30, mental 30 Begin Convergence Reaction Trigger A creature that is not controlled by the convergence lattice sees it; Effect The lattice's clockworks begin to move and it rolls for initiative. --- Routine (3 actions) The convergence lattice uses its first action to call for aid. Each convergent creature within 100 feet of the lattice Strides toward the lattice as a reaction. Creatures thus called continue to move toward the lattice on their turn each round until they are adjacent to it, at which point they defend it with their lives. The lattice uses its second action to deal 16d6 mental damage (DC 42 basic Will save) to a non-convergent creature within 100 feet. This damage is nonlethal; a creature knocked out by this damage doesn't gain the dying condition and is automatically controlled by the convergence lattice when they awaken. The lattice uses its third action to make the same attack against a second non-convergent creature within 100 feet; if there isn't such a second creature, it doesn't take its third action. --- Reset The convergence lattice deactivates and resets after there are no uncontrolled targets within line of sight for 1 minute.","trait":["Complex","Magical","Trap","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Magical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=238","weakness":{"chaotic":30,"mental":30},"weakness_markdown":"chaotic 30, mental 30","weakness_raw":"chaotic 30, mental 30","will_save":36}},{"_index":"aon18","_id":"hazard-239","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":39,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 42 Religion (master) or DC 42 Occultism (master) to calm each of the four spirits. On a character's first successful check, the character also learns that xulgath funerary rites typically involve cremation, which hints that fire is a viable way to put them to rest.","exclude_from_search":false,"fortitude_save":27,"hazard_type":"Haunt","hp":24,"hp_raw":"24 per spirit","id":"hazard-239","immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"immunity_markdown":"[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), precision, [unconscious](/Conditions.aspx?ID=38)","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Suffering Xulgaths](/Hazards.aspx?ID=239)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 22</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe shadows of four xulgaths endlessly relive their deaths at the hands of the [wendigos](/Monsters.aspx?ID=409) and their clutchmates.\r\n\r\n---\r\n\r\n**Stealth**\r\n+26 (expert) to hear the echoed shouts of panicked [xulgaths](/MonsterFamilies.aspx?ID=102)\r\n\r\n**Disable**\r\nDC 42 [Religion](/Skills.aspx?ID=13) (master) or DC 42 [Occultism](/Skills.aspx?ID=11) (master) to calm each of the four spirits. On a character's first successful check, the character also learns that xulgath funerary rites typically involve cremation, which hints that fire is a viable way to put them to rest.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 39, **Fort** +27, **Ref** +31, **Will** +27\n\n**HP**\r\n24 per spirit\r\n\r\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), precision, [unconscious](/Conditions.aspx?ID=38)\n\n**Resistances**\r\nall damage 20 (except [fire](/Traits.aspx?ID=72), [force](/Traits.aspx?ID=75), [_ghost touch_](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128))\r\n\r\n</column>\r\n\r\n**Wendigo Remnants** <actions string=\"Reaction\" /> **Trigger** A living creature other than a wendigo gains the [frightened](/Conditions.aspx?ID=19) condition while within 100 feet of the way station; **Effect** The haunt rolls for initiative.\n\n---\r\n**Routine**\r\n(4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard's actions by 1.\n\n **Melee** <actions string=\"Single Action\" /> ghostly bite +32 ([magical](/Traits.aspx?ID=103)), **Damage** 3d6+5 negative\r\n\r\n---\r\n**Reset**\r\nThe haunt is deactivated and resets 1 minute after all non-wendigo creatures leave the area.","name":"Suffering Xulgaths","rarity":"unique","reflex_save":31,"release_date":"2020-06-24","reset":"The haunt is deactivated and resets 1 minute after all non-wendigo creatures leave the area.","resistance":{"acid":20,"all":20,"area":20,"bleed":20,"bludgeoning":20,"chaotic":20,"cold":20,"cold_iron":20,"electricity":20,"evil":20,"good":20,"lawful":20,"mental":20,"negative":20,"orichalcum":20,"physical":20,"piercing":20,"poison":20,"precision":20,"silver":20,"slashing":20,"sonic":20,"splash":20},"resistance_markdown":"all damage 20 (except [fire](/Traits.aspx?ID=72), [force](/Traits.aspx?ID=75), [_ghost touch_](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128))","resistance_raw":"all damage 20 (except fire , force , ghost touch , or positive )","search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 22</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe shadows of four xulgaths endlessly relive their deaths at the hands of the wendigos and their clutchmates.\r\n</summary>","source":["Pathfinder #156: The Apocalypse Prophet"],"source_raw":["Pathfinder #156: The Apocalypse Prophet pg. 22"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 22</row>","speed":{},"spoilers":"Extinction Curse","stealth":"+26 (expert) to hear the echoed shouts of panicked xulgaths ","summary":"The shadows of four xulgaths endlessly relive their deaths at the hands of the wendigos and their clutchmates.","summary_markdown":"The shadows of four xulgaths endlessly relive their deaths at the hands of the wendigos and their clutchmates.","text":" Suffering Xulgaths Source Pathfinder #156: The Apocalypse Prophet pg. 22 Complexity Complex The shadows of four xulgaths endlessly relive their deaths at the hands of the wendigos and their clutchmates. --- Stealth +26 (expert) to hear the echoed shouts of panicked xulgaths Disable DC 42 Religion (master) or DC 42 Occultism (master) to calm each of the four spirits. On a character's first successful check, the character also learns that xulgath funerary rites typically involve cremation, which hints that fire is a viable way to put them to rest. AC 39, Fort +27, Ref +31, Will +27 HP 24 per spirit Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 20 (except fire, force, ghost touch , or positive) Wendigo Remnants Reaction Trigger A living creature other than a wendigo gains the frightened condition while within 100 feet of the way station; Effect The haunt rolls for initiative. --- Routine (4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard's actions by 1. Melee Single Action ghostly bite +32 (magical), Damage 3d6+5 negative --- Reset The haunt is deactivated and resets 1 minute after all non-wendigo creatures leave the area.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=239","weakness":{},"will_save":27}},{"_index":"aon18","_id":"hazard-240","_score":4.0463834,"_source":{"ac":42,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Crafting (legendary) to buttress the collapsing rocks in three different locations. Using large and durable materials (or applicable spells) to support the rocks reduces the check to DC 45 Crafting (master).","exclude_from_search":false,"fortitude_save":35,"hardness":20,"hardness_raw":"20 (10 in theguthallath's erosion aura)","hazard_type":"Environmental","hp":150,"hp_raw":"150","id":"hazard-240","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Guthallath Rockslide](/Hazards.aspx?ID=240)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 27</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe rock walls nearby begin to crumble and collapse.\r\n\r\n---\r\n\r\n**Stealth**\r\n+30 (master) to notice the odd aging of the stones, seemingly far older and more weathered than the surrounding rocks\r\n\r\n**Disable**\r\nDC 48 [Crafting](/Skills.aspx?ID=4) (legendary) to buttress the collapsing rocks in three different locations. Using large and durable materials (or applicable spells) to support the rocks reduces the check to DC 45 Crafting (master).\n\n<column gap=\"tiny\">\r\n\r\n**AC** 42, **Fort** +35, **Ref** +29\r\n\r\n**Hardness**\r\n20\r\n\r\n**HP**\r\n150\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Rumbling Rocks** <actions string=\"Reaction\" /> **Trigger** The [guthallath](/Monsters.aspx?ID=253) rolls initiative; **Effect** The rocks of the area begin to crumble. The hazard rolls for initiative.\n\n---\r\n**Routine**\r\n(2 actions) On the hazard's first action, any areas of crumbling rocks from a previous round collapse, making a falling rocks Strike against each creature in the area. On its second action, the hazard crumbles rocks in a 20- foot radius around the previous collapse. A character can [Seek](/Actions.aspx?ID=84) (DC 40) to determine where the rocks will fall on the following round, but on a critical failure, they incorrectly identify where the rocks will fall.\n\n **Ranged** <actions string=\"Single Action\" /> falling rocks +36, **Damage** 4d10+20 bludgeoning **Early Collapse** <actions string=\"Free Action\" /> **Trigger** The hazard takes 30 or more damage; **Effect** Move the hazard's initiative to immediately follow the creature that damaged the hazard.\r\n\r\n---\r\n**Reset**\r\nThe guthallath can reset the hazard with a few days of work stacking the fallen rocks.","name":"Guthallath Rockslide","rarity":"common","reflex_save":29,"release_date":"2020-06-24","reset":"The guthallath can reset the hazard with a few days of work stacking the fallen rocks.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 27</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe rock walls nearby begin to crumble and collapse.\r\n</summary>","source":["Pathfinder #156: The Apocalypse Prophet"],"source_raw":["Pathfinder #156: The Apocalypse Prophet pg. 27"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 27</row>","speed":{},"stealth":"+30 (master) to notice the odd aging of the stones, seemingly far older and more weathered than the surrounding rocks","summary":"The rock walls nearby begin to crumble and collapse.","summary_markdown":"The rock walls nearby begin to crumble and collapse.","text":" Guthallath Rockslide Source Pathfinder #156: The Apocalypse Prophet pg. 27 Complexity Complex The rock walls nearby begin to crumble and collapse. --- Stealth +30 (master) to notice the odd aging of the stones, seemingly far older and more weathered than the surrounding rocks Disable DC 48 Crafting (legendary) to buttress the collapsing rocks in three different locations. Using large and durable materials (or applicable spells) to support the rocks reduces the check to DC 45 Crafting (master). AC 42, Fort +35, Ref +29 Hardness 20 HP 150 Immunities critical hits, object immunities, precision damage Rumbling Rocks Reaction Trigger The guthallath rolls initiative; Effect The rocks of the area begin to crumble. The hazard rolls for initiative. --- Routine (2 actions) On the hazard's first action, any areas of crumbling rocks from a previous round collapse, making a falling rocks Strike against each creature in the area. On its second action, the hazard crumbles rocks in a 20- foot radius around the previous collapse. A character can Seek (DC 40) to determine where the rocks will fall on the following round, but on a critical failure, they incorrectly identify where the rocks will fall. Ranged Single Action falling rocks +36, Damage 4d10+20 bludgeoning Early Collapse Free Action Trigger The hazard takes 30 or more damage; Effect Move the hazard's initiative to immediately follow the creature that damaged the hazard. --- Reset The guthallath can reset the hazard with a few days of work stacking the fallen rocks.","trait":["Complex","Environmental"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=240","weakness":{}}},{"_index":"aon18","_id":"hazard-241","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 45 Thievery (master) or dispel magic (10th level, counteract DC 50) to counteract the runes","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-241","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Thief's Trap](/Hazards.aspx?ID=241)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 36</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nNearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 50 (master) to notice that the hairline cracks on the passage walls actually form runes.\r\n\r\n**Disable**\r\nDC 45 [Thievery](/Skills.aspx?ID=17) (master) or [_dispel magic_](/Spells.aspx?ID=78) (10th level, [counteract](/Rules.aspx?ID=371) DC 50) to counteract the runes\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Explosion** <actions string=\"Reaction\" /> **Trigger** A creature crosses a rune; **Effect** The runes unleash a gout of fire roaring up the chute. Anyone in the chute and within 5 feet of its openings is dealt 8d10+44 fire damage (DC 42 [basic](/Rules.aspx?ID=329) Reflex save). Immediately thereafter, the runes emanate a 4th-level [_silence_](/Spells.aspx?ID=287) effect for 1 minute, so anyone injured in the chute can't call out for help.\n\n---\r\n**Reset**\r\nThe trap resets in 1 minute.","name":"Thief's Trap","rarity":"common","release_date":"2020-06-24","reset":"The trap resets in 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 36</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nNearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid.\r\n</summary>","source":["Pathfinder #156: The Apocalypse Prophet"],"source_raw":["Pathfinder #156: The Apocalypse Prophet pg. 36"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 36</row>","speed":{},"stealth":"DC 50 (master) to notice that the hairline cracks on the passage walls actually form runes.","summary":"Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid.","summary_markdown":"Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid.","text":" Thief's Trap Source Pathfinder #156: The Apocalypse Prophet pg. 36 Complexity Simple Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid. --- Stealth DC 50 (master) to notice that the hairline cracks on the passage walls actually form runes. Disable DC 45 Thievery (master) or dispel magic (10th level, counteract DC 50) to counteract the runes Explosion Reaction Trigger A creature crosses a rune; Effect The runes unleash a gout of fire roaring up the chute. Anyone in the chute and within 5 feet of its openings is dealt 8d10+44 fire damage (DC 42 basic Reflex save). Immediately thereafter, the runes emanate a 4th-level silence effect for 1 minute, so anyone injured in the chute can't call out for help. --- Reset The trap resets in 1 minute.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=241","weakness":{}}},{"_index":"aon18","_id":"hazard-242","_score":4.0463834,"_source":{"ac":37,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Nature (master) or DC 48 Performance (legendary) to calm a flower, closing it","exclude_from_search":false,"fortitude_save":33,"hazard_type":"Environmental","hp":120,"hp_raw":"120 per flower","id":"hazard-242","immunity":["mental"],"immunity_markdown":"[mental](/Traits.aspx?ID=106)","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Angry Vegetation](/Hazards.aspx?ID=242)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 41</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFive large flowers in the weed-choked field unfurl, each dusting pollen onto vines that animate into wemmuths.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 42 (master) to notice massive buds beneath the other foliage before they open\r\n\r\n**Disable**\r\nDC 48 [Nature](/Skills.aspx?ID=10) (master) or DC 48 [Performance](/Skills.aspx?ID=12) (legendary) to calm a flower, closing it\n\n<column gap=\"tiny\">\r\n\r\n**AC** 37, **Fort** +33, **Ref** +30, **Will** +30\n\n**HP**\r\n120 per flower\r\n\r\n**Immunities**\r\n[mental](/Traits.aspx?ID=106)\r\n\r\n**Weaknesses**\r\n[fire](/Traits.aspx?ID=72) 20\n\n</column>\r\n\r\n**Bloom** <actions string=\"Reaction\" /> **Trigger** A non-plant creature enters the garden; **Effect** The blooms open, spawning a single [wemmuth](/Monsters.aspx?ID=408) that acts on the hazard's initiative, and the hazard rolls for initiative.\n\n---\r\n**Routine**\r\n(2 actions) If there are fewer wemmuths than open flowers, the flowers create more wemmuths (so there as many wemmuths as open flowers) as their first action. For their second action, the flowers produce a mind-addling pollen. Each non-[plant](/Traits.aspx?ID=125) creature within 30 feet of a flower must succeed at a DC 41 Fortitude save or become [slowed 1](/Conditions.aspx?ID=35) for 1 round (or [confused](/Conditions.aspx?ID=5) for 1 round, on a critical failure). The pollen is an [emotion](/Traits.aspx?ID=60), [mental](/Traits.aspx?ID=106), and [olfactory](/Traits.aspx?ID=246) effect.\r\n\r\n---\r\n**Reset**\r\nWemmuths collapse into ordinary vines and the trap resets if the area is left alone for 1 minute.","name":"Angry Vegetation","rarity":"unique","reflex_save":30,"release_date":"2020-06-24","reset":"Wemmuths collapse into ordinary vines and the trap resets if the area is left alone for 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 41</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFive large flowers in the weed-choked field unfurl, each dusting pollen onto vines that animate into wemmuths.\r\n</summary>","source":["Pathfinder #156: The Apocalypse Prophet"],"source_raw":["Pathfinder #156: The Apocalypse Prophet pg. 41"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 41</row>","speed":{},"spoilers":"Extinction Curse","stealth":"DC 42 (master) to notice massive buds beneath the other foliage before they open","summary":"Five large flowers in the weed-choked field unfurl, each dusting pollen onto vines that animate into wemmuths.","summary_markdown":"Five large flowers in the weed-choked field unfurl, each dusting pollen onto vines that animate into wemmuths.","text":" Angry Vegetation Source Pathfinder #156: The Apocalypse Prophet pg. 41 Complexity Complex Five large flowers in the weed-choked field unfurl, each dusting pollen onto vines that animate into wemmuths. --- Stealth DC 42 (master) to notice massive buds beneath the other foliage before they open Disable DC 48 Nature (master) or DC 48 Performance (legendary) to calm a flower, closing it AC 37, Fort +33, Ref +30, Will +30 HP 120 per flower Immunities mental Weaknesses fire 20 Bloom Reaction Trigger A non-plant creature enters the garden; Effect The blooms open, spawning a single wemmuth that acts on the hazard's initiative, and the hazard rolls for initiative. --- Routine (2 actions) If there are fewer wemmuths than open flowers, the flowers create more wemmuths (so there as many wemmuths as open flowers) as their first action. For their second action, the flowers produce a mind-addling pollen. Each non-plant creature within 30 feet of a flower must succeed at a DC 41 Fortitude save or become slowed 1 for 1 round (or confused for 1 round, on a critical failure). The pollen is an emotion, mental, and olfactory effect. --- Reset Wemmuths collapse into ordinary vines and the trap resets if the area is left alone for 1 minute.","trait":["Complex","Environmental","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Environmental","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=242","weakness":{"fire":20},"weakness_markdown":"[fire](/Traits.aspx?ID=72) 20","weakness_raw":" fire 20","will_save":30}},{"_index":"aon18","_id":"hazard-243","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 48 Thievery (master) to drain the glyph's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the glyph","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-243","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Axiomatic Polymorph Trap](/Hazards.aspx?ID=243)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 49</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA [Utopian](/Languages.aspx?ID=36) glyph transforms trespassers into aeons.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 47 (master)\r\n\r\n**Disable**\r\nDC 48 [Thievery](/Skills.aspx?ID=17) (master) to drain the glyph's power harmlessly, or [_dispel magic_](/Spells.aspx?ID=78) (9th level; [counteract](/Rules.aspx?ID=371) DC 42) to counteract the glyph\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Axiomatic Polymorph** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [transmutation](/Traits.aspx?ID=157)); **Trigger** A creature moves within 10 feet of the entryway to the Hall of Wonders (area N4) without speaking the passphrase (“The History and Future of Humanity”) in Utopian; **Effect** Each creature within 20 feet of the door is targeted by [_baleful polymorph_](/Spells.aspx?ID=17) (DC 42 Will save), except the effect transforms creatures into the form of an [arbiter aeon](/Monsters.aspx?ID=6) rather than that of an animal.\n\n---\r\n**Reset**\r\n1 hour","name":"Axiomatic Polymorph Trap","rarity":"common","release_date":"2020-06-24","reset":"1 hour","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 49</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA Utopian glyph transforms trespassers into aeons.\r\n</summary>","source":["Pathfinder #156: The Apocalypse Prophet"],"source_raw":["Pathfinder #156: The Apocalypse Prophet pg. 49"],"source_category":"Adventure Paths","source_group":"Extinction Curse","source_markdown":"<row gap=\"tiny\">[Pathfinder #156: The Apocalypse Prophet](/Sources.aspx?ID=36) pg. 49</row>","speed":{},"stealth":"DC 47 (master)","summary":"A Utopian glyph transforms trespassers into aeons.","summary_markdown":"A Utopian glyph transforms trespassers into aeons.","text":" Axiomatic Polymorph Trap Source Pathfinder #156: The Apocalypse Prophet pg. 49 Complexity Simple A Utopian glyph transforms trespassers into aeons. --- Stealth DC 47 (master) Disable DC 48 Thievery (master) to drain the glyph's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the glyph Axiomatic Polymorph Reaction (divine, transmutation); Trigger A creature moves within 10 feet of the entryway to the Hall of Wonders (area N4) without speaking the passphrase (“The History and Future of Humanity”) in Utopian; Effect Each creature within 20 feet of the door is targeted by baleful polymorph (DC 42 Will save), except the effect transforms creatures into the form of an arbiter aeon rather than that of an animal. --- Reset 1 hour","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=243","weakness":{}}},{"_index":"aon18","_id":"hazard-244","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 16 Crafting to quickly jury-rig some supports to prevent the stairs from collapsing","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-244","level":0,"markdown":"<title level=\"1\" right=\"Hazard 0\" pfs=\"\">[Unsafe Stairs](/Hazards.aspx?ID=244)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 33</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe rickety stairs groan and strain alarmingly if a Small or larger creature ascends them.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 16\r\n\r\n**Disable**\r\nDC 16 [Crafting](/Skills.aspx?ID=4) to quickly jury-rig some supports to prevent the stairs from collapsing\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A Small or larger creature attempts to climb the stairs; **Effect** The stairs attempt a DC 8 flat check (if a Small creature triggered the hazard) or a DC 16 flat check (if a Medium or multiple Small creatures triggered it). On a failure, the stairs collapse. All creatures on the stairs fall and take 2d6+3 bludgeoning damage from the collapsing rubble (DC 16 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Unsafe Stairs","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 33</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe rickety stairs groan and strain alarmingly if a Small or larger creature ascends them.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 33"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 33</row>","speed":{},"stealth":"DC 16","summary":"The rickety stairs groan and strain alarmingly if a Small or larger creature ascends them.","summary_markdown":"The rickety stairs groan and strain alarmingly if a Small or larger creature ascends them.","text":" Unsafe Stairs Source Crown of the Kobold King pg. 33 Complexity Simple The rickety stairs groan and strain alarmingly if a Small or larger creature ascends them. --- Stealth DC 16 Disable DC 16 Crafting to quickly jury-rig some supports to prevent the stairs from collapsing Collapse Reaction Trigger A Small or larger creature attempts to climb the stairs; Effect The stairs attempt a DC 8 flat check (if a Small creature triggered the hazard) or a DC 16 flat check (if a Medium or multiple Small creatures triggered it). On a failure, the stairs collapse. All creatures on the stairs fall and take 2d6+3 bludgeoning damage from the collapsing rubble (DC 16 basic Reflex save).","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=244","weakness":{}}},{"_index":"aon18","_id":"hazard-245","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 17 Thievery to disarm the trap through a cracked-open door, or Interact to open the door slowly without triggering the trap","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-245","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Falling Debris](/Hazards.aspx?ID=245)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 33</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA net filled with stones and a small anvil crashes down on someone who steps into the room.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20\r\n\r\n**Disable**\r\nDC 17 [Thievery](/Skills.aspx?ID=17) to disarm the trap through a cracked-open door, or <actions string=\"Three Actions\" /> Interact to open the door slowly without triggering the trap\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Drop Debris** <actions string=\"Reaction\" /> **Trigger** A creature opens the door without taking care to avoid triggering the trap; **Effect** The net drops a dozen hefty stones and a small but quite hard anvil onto the creature, inflicting 3d6 bludgeoning damage (DC 17 [basic](/Rules.aspx?ID=329) Reflex save). The sound of this trap going off alerts Gurtlekep in area C8.","name":"Falling Debris","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 33</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA net filled with stones and a small anvil crashes down on someone who steps into the room.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 33"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 33</row>","speed":{},"stealth":"DC 20","summary":"A net filled with stones and a small anvil crashes down on someone who steps into the room.","summary_markdown":"A net filled with stones and a small anvil crashes down on someone who steps into the room.","text":" Falling Debris Source Crown of the Kobold King pg. 33 Complexity Simple A net filled with stones and a small anvil crashes down on someone who steps into the room. --- Stealth DC 20 Disable DC 17 Thievery to disarm the trap through a cracked-open door, or Three Actions Interact to open the door slowly without triggering the trap Drop Debris Reaction Trigger A creature opens the door without taking care to avoid triggering the trap; Effect The net drops a dozen hefty stones and a small but quite hard anvil onto the creature, inflicting 3d6 bludgeoning damage (DC 17 basic Reflex save). The sound of this trap going off alerts Gurtlekep in area C8.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=245","weakness":{}}},{"_index":"aon18","_id":"hazard-246","_score":4.0463834,"_source":{"ac":15,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival DC 18 to remove the mold without triggering the spores","exclude_from_search":false,"fortitude_save":11,"hazard_type":"Environmental","hp":30,"hp_raw":"30","id":"hazard-246","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Phantom Mold](/Hazards.aspx?ID=246)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 35</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA burst of pale gray spores sprays into the air.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (expert)\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) DC 18 to remove the mold without triggering the spores\n\n<column gap=\"tiny\">\r\n\r\n**AC** 15, **Fort** +11, **Ref** +5\n\n**HP**\r\n30\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spore Burst** <actions string=\"Reaction\" /> **Trigger** The moldy books are moved or the mold takes any damage; **Effect** All creatures within 10 feet of the mold patch are exposed to phantom mold spores. \n\n**Phantom Mold Spores** ([inhaled](/Traits.aspx?ID=96), [poison](/Traits.aspx?ID=126)) Any penalties to Perception from this poison persist for 1 hour after the poison's duration ends (this effect can be removed before then by any effect that neutralizes poison); **Saving Throw** DC 18 Fortitude; **Maximum Duration** 4 rounds; **Stage 1** 1d6 poison damage; **Stage 2** 1d6 poison damage, and the victim takes a 1 status penalty on visual Perception checks as strange shadows and flittering movement appear in their peripheral vision; **Stage 3** as stage 2, but a 2 status penalty.","name":"Phantom Mold","rarity":"common","reflex_save":5,"release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 35</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA burst of pale gray spores sprays into the air.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 35"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 35</row>","speed":{},"stealth":"DC 18 (expert)","summary":"A burst of pale gray spores sprays into the air.","summary_markdown":"A burst of pale gray spores sprays into the air.","text":" Phantom Mold Source Crown of the Kobold King pg. 35 Complexity Simple A burst of pale gray spores sprays into the air. --- Stealth DC 18 (expert) Disable Survival DC 18 to remove the mold without triggering the spores AC 15, Fort +11, Ref +5 HP 30 Immunities critical hits, object immunities, precision damage Spore Burst Reaction Trigger The moldy books are moved or the mold takes any damage; Effect All creatures within 10 feet of the mold patch are exposed to phantom mold spores. Phantom Mold Spores (inhaled, poison) Any penalties to Perception from this poison persist for 1 hour after the poison's duration ends (this effect can be removed before then by any effect that neutralizes poison); Saving Throw DC 18 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage; Stage 2 1d6 poison damage, and the victim takes a 1 status penalty on visual Perception checks as strange shadows and flittering movement appear in their peripheral vision; Stage 3 as stage 2, but a 2 status penalty.","trait":["Environmental","Fungus"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fungus](/Traits.aspx?ID=77)","trait_raw":["Environmental","Fungus"],"type":"Hazard","url":"/Hazards.aspx?ID=246","weakness":{}}},{"_index":"aon18","_id":"hazard-247","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 18 Thievery to unhook the pressure plates from the trap, or dispel magic (2nd level, counteract DC 18) to counteract the trap","exclude_from_search":false,"fortitude_save":11,"hardness":8,"hardness_raw":"8","hazard_type":"Trap","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-247","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Lodestone Trap](/Hazards.aspx?ID=247)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 46</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe magical lodestone discharges bolts of electricity that also magnetize metal in the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+8\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) to unhook the pressure plates from the trap, or [_dispel magic_](/Spells.aspx?ID=78) (2nd level, [counteract](/Rules.aspx?ID=371) DC 18) to counteract the trap\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +11, **Ref** +5\r\n\r\n**Hardness**\r\n8\r\n\r\n**HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Magneto-Electric Pulse** <actions string=\"Reaction\" /> **Trigger** A single Medium or two or more Small creatures end their turn inside the room. **Effect** A pulse of electricity discharges from the lodestone to strike all four doors, with smaller arcs of electricity lancing out to strike all creatures in the room. The south and east doors slam shut, while the north and west doors fly open, releasing two [vargouilles](/Monsters.aspx?ID=2186) into the room. All creatures in the room take 2d6 electricity damage (DC 18 [basic](/Rules.aspx?ID=329) Reflex save). The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the trap exerts a strong magnetic pull on the doors, causing the north and west doors to open if they're closed, or causing the south and east doors to close if they're open. A character can open or close a door against this pull with a successful DC 18 [Athletics](/Skills.aspx?ID=3) check to [Force Open](/Actions.aspx?ID=34) the door. At the same time, any character in the room who wears primarily metal armor must attempt a DC 18 Reflex save (characters in medium metal armor suffer a 1 circumstance penalty to this save, and characters in heavy metal armor suffer a 2 circumstance penalty). <br />**Critical Success** The PC is unaffected. <br />**Success** The PC resists the pull but treats the room as difficult terrain. <br />**Failure** The PC treats the room as difficult terrain and is knocked [prone](/Conditions.aspx?ID=31). A PC who's already prone suffers a critical failure instead. <br />**Critical Failure** As failure, but the PC is also [pulled](/Rules.aspx?ID=451) 5 feet toward the lodestone. A PC who is adjacent to the lodestone instead becomes stuck to it and is [restrained](/Conditions.aspx?ID=33) as long as the trap continues its routine ([Escape](/Actions.aspx?ID=79) DC 18).\r\n\r\n---\r\n**Reset**\r\nAt the end of a round in which there are no creatures standing on the floor or stuck to the lodestone, the trap deactivates. The vargouilles return to their alcoves, and the doors close. The trap resets automatically after 1 minute.","name":"Lodestone Trap","rarity":"unique","reflex_save":5,"release_date":"2022-10-26","reset":"At the end of a round in which there are no creatures standing on the floor or stuck to the lodestone, the trap deactivates. The vargouilles return to their alcoves, and the doors close. The trap resets automatically after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 46</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe magical lodestone discharges bolts of electricity that also magnetize metal in the room.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 46"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 46</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"+8","summary":"The magical lodestone discharges bolts of electricity that also magnetize metal in the room.","summary_markdown":"The magical lodestone discharges bolts of electricity that also magnetize metal in the room.","text":" Lodestone Trap Source Crown of the Kobold King pg. 46 Complexity Complex The magical lodestone discharges bolts of electricity that also magnetize metal in the room. --- Stealth +8 Disable DC 18 Thievery to unhook the pressure plates from the trap, or dispel magic (2nd level, counteract DC 18) to counteract the trap AC 18, Fort +11, Ref +5 Hardness 8 HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Magneto-Electric Pulse Reaction Trigger A single Medium or two or more Small creatures end their turn inside the room. Effect A pulse of electricity discharges from the lodestone to strike all four doors, with smaller arcs of electricity lancing out to strike all creatures in the room. The south and east doors slam shut, while the north and west doors fly open, releasing two vargouilles into the room. All creatures in the room take 2d6 electricity damage (DC 18 basic Reflex save). The trap then rolls initiative. --- Routine (1 action) On its initiative, the trap exerts a strong magnetic pull on the doors, causing the north and west doors to open if they're closed, or causing the south and east doors to close if they're open. A character can open or close a door against this pull with a successful DC 18 Athletics check to Force Open the door. At the same time, any character in the room who wears primarily metal armor must attempt a DC 18 Reflex save (characters in medium metal armor suffer a 1 circumstance penalty to this save, and characters in heavy metal armor suffer a 2 circumstance penalty). Critical Success The PC is unaffected. Success The PC resists the pull but treats the room as difficult terrain. Failure The PC treats the room as difficult terrain and is knocked prone. A PC who's already prone suffers a critical failure instead. Critical Failure As failure, but the PC is also pulled 5 feet toward the lodestone. A PC who is adjacent to the lodestone instead becomes stuck to it and is restrained as long as the trap continues its routine (Escape DC 18). --- Reset At the end of a round in which there are no creatures standing on the floor or stuck to the lodestone, the trap deactivates. The vargouilles return to their alcoves, and the doors close. The trap resets automatically after 1 minute.","trait":["Complex","Magical","Trap","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Magical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=247","weakness":{}}},{"_index":"aon18","_id":"hazard-248","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 20 to deactivate the triggering pressure plate near the northern door","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-248","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Charge of the Spear Legion](/Hazards.aspx?ID=248)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 47</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nWhen triggered, the room lurches suddenly on its side, causing those in the room to slide down toward the double line of spears on the west wall while the statues on the east slide down on a pulley-and-roller system to smash into the victims.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 20 to deactivate the triggering pressure plate near the northern door\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shift Sideways** <actions string=\"Reaction\" /> **Trigger** A Small or larger creature approaches within 15 feet of the double door to area D9. **Effect** The entire room rotates, its west half descending as its right half rises, forming a 45º slope down to the west. All creatures in the room fall prone and slide toward the west wall (a creature adjacent to the north or south wall can attempt to arrest this fall with a DC 20 check to [Grab an Edge](/Actions.aspx?ID=95)) and take 2d6+5 piercing damage (DC 20 [basic](/Rules.aspx?ID=329) Reflex save) as they land among the spears. At the same time, the warhammer-wielding statues to the east slide downward on chains to smash into the lower wall; each person in the trap is subjected to a sliding statue Strike. \n\n**Melee** sliding statue +12, **Damage** 2d6+5 bludgeoning\n\n---\r\n**Reset**\r\nAfter 1 minute, the chamber rights itself and resets the trap.","name":"Charge of the Spear Legion","rarity":"unique","release_date":"2022-10-26","reset":"After 1 minute, the chamber rights itself and resets the trap.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 47</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen triggered, the room lurches suddenly on its side, causing those in the room to slide down toward the double line of spears on the west wall …\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 47"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 47</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"DC 20 (expert)","summary":"When triggered, the room lurches suddenly on its side, causing those in the room to slide down toward the double line of spears on the west wall …","summary_markdown":"When triggered, the room lurches suddenly on its side, causing those in the room to slide down toward the double line of spears on the west wall …","text":" Charge of the Spear Legion Source Crown of the Kobold King pg. 47 Complexity Simple When triggered, the room lurches suddenly on its side, causing those in the room to slide down toward the double line of spears on the west wall while the statues on the east slide down on a pulley-and-roller system to smash into the victims. --- Stealth DC 20 (expert) Disable Thievery DC 20 to deactivate the triggering pressure plate near the northern door Shift Sideways Reaction Trigger A Small or larger creature approaches within 15 feet of the double door to area D9. Effect The entire room rotates, its west half descending as its right half rises, forming a 45º slope down to the west. All creatures in the room fall prone and slide toward the west wall (a creature adjacent to the north or south wall can attempt to arrest this fall with a DC 20 check to Grab an Edge) and take 2d6+5 piercing damage (DC 20 basic Reflex save) as they land among the spears. At the same time, the warhammer-wielding statues to the east slide downward on chains to smash into the lower wall; each person in the trap is subjected to a sliding statue Strike. Melee sliding statue +12, Damage 2d6+5 bludgeoning --- Reset After 1 minute, the chamber rights itself and resets the trap.","trait":["Mechanical","Trap","Unique"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Mechanical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=248","weakness":{}}},{"_index":"aon18","_id":"hazard-249","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 18 (trained) to lock the releasing mechanisms in place, or Crafting DC 20 to rig additional supports for the cauldron (this activity requires 10 minutes of work)","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-249","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Trapped Elevator](/Hazards.aspx?ID=249)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 54</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn oversized cauldron rigged as an elevator suddenly drops 30 feet if it's overloaded.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 18 (trained) to lock the releasing mechanisms in place, or [Crafting](/Skills.aspx?ID=4) DC 20 to rig additional supports for the cauldron (this activity requires 10 minutes of work)\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Release the Cauldron** <actions string=\"Reaction\" /> **Trigger** More than one Medium or more than two Small creatures are inside the cauldron when it is activated to lower; **Effect** The cauldron releases from its anchor points on the chains and drops 30 feet to area E1; any creatures within take 15 points of bludgeoning damage in the fall. A creature can attempt to [Grab an Edge](/Actions.aspx?ID=95) to avoid falling by clinging to a chain.\n\n---\r\n**Reset**\r\nCreatures can still fall down the shaft even after the cauldron is released, but the cauldron must be reset manually","name":"Trapped Elevator","rarity":"uncommon","release_date":"2022-10-26","reset":"Creatures can still fall down the shaft even after the cauldron is released, but the cauldron must be reset manually","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 54</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn oversized cauldron rigged as an elevator suddenly drops 30 feet if it's overloaded.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 54"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 54</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"DC 18 (expert)","summary":"An oversized cauldron rigged as an elevator suddenly drops 30 feet if it's overloaded.","summary_markdown":"An oversized cauldron rigged as an elevator suddenly drops 30 feet if it's overloaded.","text":" Trapped Elevator Source Crown of the Kobold King pg. 54 Complexity Simple An oversized cauldron rigged as an elevator suddenly drops 30 feet if it's overloaded. --- Stealth DC 18 (expert) Disable Thievery DC 18 (trained) to lock the releasing mechanisms in place, or Crafting DC 20 to rig additional supports for the cauldron (this activity requires 10 minutes of work) Release the Cauldron Reaction Trigger More than one Medium or more than two Small creatures are inside the cauldron when it is activated to lower; Effect The cauldron releases from its anchor points on the chains and drops 30 feet to area E1; any creatures within take 15 points of bludgeoning damage in the fall. A creature can attempt to Grab an Edge to avoid falling by clinging to a chain. --- Reset Creatures can still fall down the shaft even after the cauldron is released, but the cauldron must be reset manually","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=249","weakness":{}}},{"_index":"aon18","_id":"hazard-250","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Thievery to jam the gears and prevent the trap from being activated","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-250","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Pendulum Blades](/Hazards.aspx?ID=250)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 75</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSeveral swinging pendulums mounted with razor-sharp blades extend from the ceiling and slice into the room below.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (expert)\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) to jam the gears and prevent the trap from being activated\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Swinging Blades** <actions string=\"Two Actions\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** This trap must be manually activated by a creature adjacent to the southwest gear stack; **Effect** Blades swing down to strike at all creatures in area F2 before wrenching to a frozen halt against the opposite walls. All creatures in the central part of this room take 6d6+3 slashing damage (DC 20 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Pendulum Blades","rarity":"uncommon","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 75</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSeveral swinging pendulums mounted with razor-sharp blades extend from the ceiling and slice into the room below.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 75"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 75</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"DC 20 (expert)","summary":"Several swinging pendulums mounted with razor-sharp blades extend from the ceiling and slice into the room below.","summary_markdown":"Several swinging pendulums mounted with razor-sharp blades extend from the ceiling and slice into the room below.","text":" Pendulum Blades Source Crown of the Kobold King pg. 75 Complexity Simple Several swinging pendulums mounted with razor-sharp blades extend from the ceiling and slice into the room below. --- Stealth DC 20 (expert) Disable DC 20 Thievery to jam the gears and prevent the trap from being activated Swinging Blades Two Actions (attack) Trigger This trap must be manually activated by a creature adjacent to the southwest gear stack; Effect Blades swing down to strike at all creatures in area F2 before wrenching to a frozen halt against the opposite walls. All creatures in the central part of this room take 6d6+3 slashing damage (DC 20 basic Reflex save).","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=250","weakness":{}}},{"_index":"aon18","_id":"hazard-251","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Thievery to jam the gears and prevent the trap from being activated","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-251","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Spike Thrower](/Hazards.aspx?ID=251)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 75</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSlats in the ceiling open and pepper the chamber below with long, metal spikes fired from spring-loaded tubes.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (expert)\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) to jam the gears and prevent the trap from being activated\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Throw Spikes** <actions string=\"Two Actions\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** This trap must be manually activated by a creature adjacent to the southwest gear stack; **Effect** The spike thrower makes a ranged attack against each creature in the central part of area F2.<br /> <br />**Ranged** spike +14, **Damage** 4d6+3 piercing","name":"Spike Thrower","rarity":"uncommon","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 75</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSlats in the ceiling open and pepper the chamber below with long, metal spikes fired from spring-loaded tubes.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 75"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 75</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"DC 18 (expert)","summary":"Slats in the ceiling open and pepper the chamber below with long, metal spikes fired from spring-loaded tubes.","summary_markdown":"Slats in the ceiling open and pepper the chamber below with long, metal spikes fired from spring-loaded tubes.","text":" Spike Thrower Source Crown of the Kobold King pg. 75 Complexity Simple Slats in the ceiling open and pepper the chamber below with long, metal spikes fired from spring-loaded tubes. --- Stealth DC 18 (expert) Disable DC 18 Thievery to jam the gears and prevent the trap from being activated Throw Spikes Two Actions (attack) Trigger This trap must be manually activated by a creature adjacent to the southwest gear stack; Effect The spike thrower makes a ranged attack against each creature in the central part of area F2. Ranged spike +14, Damage 4d6+3 piercing","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=251","weakness":{}}},{"_index":"aon18","_id":"hazard-252","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"This hazard can't be disabled, merely avoided.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-252","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Obscured Pitfalls](/Hazards.aspx?ID=252)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 79</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA layer of disembodied eyes obscures a pitfall in the floor that's either deep enough for a human to fall into, or narrow enough to cause a painful fall.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (or 0 if the eyes covering an area that obscures a pitfall are destroyed)\r\n\r\n**Disable**\r\nThis hazard can't be disabled, merely avoided.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Pitfall** <actions string=\"Reaction\" /> **Trigger** A creature walks into a large pit's square; **Effect** The triggering creature falls into the pit but can attempt a DC 18 Reflex save to [Grab an Edge](/Actions.aspx?ID=95) to avoid falling. On a failure, a creature falls 20 feet into an eye-filled pit. The eyes cushion the fall so the 20-foot fall inflicts only 5 bludgeoning damage, but they also completely obscure vision; a character is effectively [blind](/Conditions.aspx?ID=1) as long as they remain in the pit. The walls of the pit are slick, though a character can Climb them with a successful DC 25 Athletics check.\n\n **Trip** <actions string=\"Reaction\" /> **Trigger** A creature walks into a small pit's square; **Effect** The triggering creature must succeed at a DC 18 Reflex save or fall [prone](/Conditions.aspx?ID=31) (on a critical failure, the creature also twists its ankle and becomes [clumsy 1](/Conditions.aspx?ID=3) until it receives any amount of healing).","name":"Obscured Pitfalls","rarity":"uncommon","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA layer of disembodied eyes obscures a pitfall in the floor that's either deep enough for a human to fall into, or narrow enough to cause a painful …\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 79"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 79</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"DC 18 (or 0 if the eyes covering an area that obscures a pitfall are destroyed)","summary":"A layer of disembodied eyes obscures a pitfall in the floor that's either deep enough for a human to fall into, or narrow enough to cause a painful …","summary_markdown":"A layer of disembodied eyes obscures a pitfall in the floor that's either deep enough for a human to fall into, or narrow enough to cause a painful …","text":" Obscured Pitfalls Source Crown of the Kobold King pg. 79 Complexity Simple A layer of disembodied eyes obscures a pitfall in the floor that's either deep enough for a human to fall into, or narrow enough to cause a painful fall. --- Stealth DC 18 (or 0 if the eyes covering an area that obscures a pitfall are destroyed) Disable This hazard can't be disabled, merely avoided. Pitfall Reaction Trigger A creature walks into a large pit's square; Effect The triggering creature falls into the pit but can attempt a DC 18 Reflex save to Grab an Edge to avoid falling. On a failure, a creature falls 20 feet into an eye-filled pit. The eyes cushion the fall so the 20-foot fall inflicts only 5 bludgeoning damage, but they also completely obscure vision; a character is effectively blind as long as they remain in the pit. The walls of the pit are slick, though a character can Climb them with a successful DC 25 Athletics check. Trip Reaction Trigger A creature walks into a small pit's square; Effect The triggering creature must succeed at a DC 18 Reflex save or fall prone (on a critical failure, the creature also twists its ankle and becomes clumsy 1 until it receives any amount of healing).","trait":["Environmental","Uncommon"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Environmental","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=252","weakness":{}}},{"_index":"aon18","_id":"hazard-253","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Thievery (trained) to detach the trigger from the doors and lock them in place","exclude_from_search":false,"fortitude_save":14,"hardness":11,"hardness_raw":"11","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25)","id":"hazard-253","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Avalanche Doors](/Hazards.aspx?ID=253)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 80</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe double door is a false door; when triggered, the door slams downward like a drawbridge to crush anyone standing before it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (expert)\r\n\r\n**Disable**\r\nDC 22 [Thievery](/Skills.aspx?ID=17) (trained) to detach the trigger from the doors and lock them in place\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +14, **Ref** +8\r\n\r\n**Hardness**\r\n11\r\n\r\n**HP**\r\n50 (BT 25)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Topple Forward** <actions string=\"Reaction\" /> **Trigger** Someone attempts to open the doors, or the doors take enough damage to become broken; **Effect** The heavy metal doors are spring-loaded to slam downward, dropping like a drawbridge to smash all creatures in a 10-foot-square before the doors. All creatures in this area must attempt a DC 21 Reflex save.\r\n\r\n**Critical Success** The creature lurches to the side and takes no damage—move the creature to a square of the creature's choice adjacent to the trap's area of effect.<br />\r\n**Success** The creature takes 3d8 bludgeoning damage and is [pushed](/Rules.aspx?ID=451) into an adjacent square just outside the trap's area.<br />\r\n**Failure** The creature takes 6d8 bludgeoning damage, is pushed into an adjacent square just outside the trap's area, and falls [prone](/Conditions.aspx?ID=31) in that square.<br />\r\n**Critical Failure** The creature takes 12d8 bludgeoning damage and is knocked prone. The heavy doors pin the creature to the ground, [Immobilizing](/Conditions.aspx?ID=24) it ([Escape](/Actions.aspx?ID=79) DC 22). A non-immobilized character can lift the doors by [Forcing them open](/Actions.aspx?ID=34) with a successful DC 22 [Athletics](/Skills.aspx?ID=3) check so that an immobilized character can crawl to safety.","name":"Avalanche Doors","rarity":"uncommon","reflex_save":8,"release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 80</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe double door is a false door; when triggered, the door slams downward like a drawbridge to crush anyone standing before it.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 80"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 80</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"DC 22 (expert)","summary":"The double door is a false door; when triggered, the door slams downward like a drawbridge to crush anyone standing before it.","summary_markdown":"The double door is a false door; when triggered, the door slams downward like a drawbridge to crush anyone standing before it.","text":" Avalanche Doors Source Crown of the Kobold King pg. 80 Complexity Simple The double door is a false door; when triggered, the door slams downward like a drawbridge to crush anyone standing before it. --- Stealth DC 22 (expert) Disable DC 22 Thievery (trained) to detach the trigger from the doors and lock them in place AC 21, Fort +14, Ref +8 Hardness 11 HP 50 (BT 25) Immunities critical hits, object immunities, precision damage Topple Forward Reaction Trigger Someone attempts to open the doors, or the doors take enough damage to become broken; Effect The heavy metal doors are spring-loaded to slam downward, dropping like a drawbridge to smash all creatures in a 10-foot-square before the doors. All creatures in this area must attempt a DC 21 Reflex save. Critical Success The creature lurches to the side and takes no damage—move the creature to a square of the creature's choice adjacent to the trap's area of effect. Success The creature takes 3d8 bludgeoning damage and is pushed into an adjacent square just outside the trap's area. Failure The creature takes 6d8 bludgeoning damage, is pushed into an adjacent square just outside the trap's area, and falls prone in that square. Critical Failure The creature takes 12d8 bludgeoning damage and is knocked prone. The heavy doors pin the creature to the ground, Immobilizing it (Escape DC 22). A non-immobilized character can lift the doors by Forcing them open with a successful DC 22 Athletics check so that an immobilized character can crawl to safety.","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=253","weakness":{}}},{"_index":"aon18","_id":"hazard-254","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 21 Crafting (expert) to shame the pit by miming skilled artistry, or DC 18 Religion (trained) to exorcise the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-254","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Pit of Toil](/Hazards.aspx?ID=254)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 81</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAs ghostly, ectoplasm-dripping figures of dwarves work all around, the body of a living creature within the pit begins to ache with the pains of countless hours of back-breaking toil.\r\n\r\n---\r\n\r\n**Stealth**\r\n+0\r\n\r\n**Disable**\r\nDC 21 [Crafting](/Skills.aspx?ID=4) (expert) to shame the pit by miming skilled artistry, or DC 18 [Religion](/Skills.aspx?ID=13) (trained) to exorcise the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Invite Toil** <actions string=\"Reaction\" /> **Trigger** A living creature enters the pit; **Effect** The surrounding dwarven shapes begin to chant in [Dwarven](/Languages.aspx?ID=3), encouraging newcomers to join them as they grasp for them with their cold, incorporeal hands. The pit of toil rolls initiative.\n\n---\r\n**Routine**\r\n(1 action; [divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) As the dwarves continue to chant and grasp at the living, the pit infuses all living creatures inside it with the ache and pain a body endures after hours of constant toil. Each living creature in the pit must attempt a DC 18 Fortitude save.<br /> **Critical Success** The creature suffers no ill effect and is thereafter immune to the pit of toil's routine.<br /> **Success** The creature suffers no ill effect.<br /> **Failure** The creature takes 2d6 negative damage and becomes [enfeebled 1](/Conditions.aspx?ID=13) for 1 round.<br /> **Critical Failure** The creature takes 4d6 negative damage and becomes [fatigued](/Conditions.aspx?ID=15).","name":"Pit of Toil","rarity":"unique","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 81</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs ghostly, ectoplasm-dripping figures of dwarves work all around, the body of a living creature within the pit begins to ache with the pains of …\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 81"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 81</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"+0","summary":"As ghostly, ectoplasm-dripping figures of dwarves work all around, the body of a living creature within the pit begins to ache with the pains of …","summary_markdown":"As ghostly, ectoplasm-dripping figures of dwarves work all around, the body of a living creature within the pit begins to ache with the pains of …","text":" Pit of Toil Source Crown of the Kobold King pg. 81 Complexity Complex As ghostly, ectoplasm-dripping figures of dwarves work all around, the body of a living creature within the pit begins to ache with the pains of countless hours of back-breaking toil. --- Stealth +0 Disable DC 21 Crafting (expert) to shame the pit by miming skilled artistry, or DC 18 Religion (trained) to exorcise the haunt Invite Toil Reaction Trigger A living creature enters the pit; Effect The surrounding dwarven shapes begin to chant in Dwarven, encouraging newcomers to join them as they grasp for them with their cold, incorporeal hands. The pit of toil rolls initiative. --- Routine (1 action; divine, necromancy) As the dwarves continue to chant and grasp at the living, the pit infuses all living creatures inside it with the ache and pain a body endures after hours of constant toil. Each living creature in the pit must attempt a DC 18 Fortitude save. Critical Success The creature suffers no ill effect and is thereafter immune to the pit of toil's routine. Success The creature suffers no ill effect. Failure The creature takes 2d6 negative damage and becomes enfeebled 1 for 1 round. Critical Failure The creature takes 4d6 negative damage and becomes fatigued.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=254","weakness":{}}},{"_index":"aon18","_id":"hazard-255","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Crafting (expert) to shore up the track so that it functions as intended, or DC 18 Thievery (trained) to wedge the slab in place to immobilize it.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-255","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Loose Slab](/Hazards.aspx?ID=255)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 82</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe stone slab tears free from its track with the ear-piercing sound of failing metal.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\nDC 20 [Crafting](/Skills.aspx?ID=4) (expert) to shore up the track so that it functions as intended, or DC 18 [Thievery](/Skills.aspx?ID=17) (trained) to wedge the slab in place to immobilize it.\n\n<column gap=\"tiny\">\n\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Falling Slab** <actions string=\"Reaction\" /> **Trigger** A creature attempts to move the slab; **Effect** The slab rips free from its track and falls, slamming down in one direction while it kicks up twisted metal debris in the other. All creatures adjacent to the slab take 3d6 bludgeoning and 3d6 piercing damage (DC 20 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Loose Slab","rarity":"uncommon","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 82</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe stone slab tears free from its track with the ear-piercing sound of failing metal.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 82"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 82</row>","speed":{},"spoilers":"Crown of the Kobold King","stealth":"DC 23 (trained)","summary":"The stone slab tears free from its track with the ear-piercing sound of failing metal.","summary_markdown":"The stone slab tears free from its track with the ear-piercing sound of failing metal.","text":" Loose Slab Source Crown of the Kobold King pg. 82 Complexity Simple The stone slab tears free from its track with the ear-piercing sound of failing metal. --- Stealth DC 23 (trained) Disable DC 20 Crafting (expert) to shore up the track so that it functions as intended, or DC 18 Thievery (trained) to wedge the slab in place to immobilize it. Immunities critical hits, object immunities, precision damage Falling Slab Reaction Trigger A creature attempts to move the slab; Effect The slab rips free from its track and falls, slamming down in one direction while it kicks up twisted metal debris in the other. All creatures adjacent to the slab take 3d6 bludgeoning and 3d6 piercing damage (DC 20 basic Reflex save).","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=255","weakness":{}}},{"_index":"aon18","_id":"hazard-256","_score":4.0463834,"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 25 Thievery (trained) to render one of the vents useless, or DC 25 Athletics to wrench and bend a vent until it no longer functions","exclude_from_search":false,"fortitude_save":17,"hardness":10,"hardness_raw":"10 Vent Hardness","hazard_type":"Trap","hp":18,"hp_raw":"18 (BT 9); <b>Furnace Hardness</b> 15, <b>Furnace HP</b> 56 (BT 28)","id":"hazard-256","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Toxic Furnace](/Hazards.aspx?ID=256)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 84</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe smoking furnace begins to hiss and click, and its vents swivel and adjust to spew toxic fumes in the direction of intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\n+15 (expert)\r\n\r\n**Disable**\r\nDC 25 [Thievery](/Skills.aspx?ID=17) (trained) to render one of the vents useless, or DC 25 [Athletics](/Skills.aspx?ID=3) to wrench and bend a vent until it no longer functions\n\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +17, **Ref** +11\r\n\r\n**Vent Hardness**\r\n10\r\n\r\n**Vent HP**\r\n18 (BT 9); **Furnace Hardness** 15, **Furnace HP** 56 (BT 28)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Spew Toxins** <actions string=\"Reaction\" /> **Trigger** A visible living creature enters the room, or a Stealthy creature fails to remain [hidden](/Conditions.aspx?ID=22) from the toxic furnace with a DC 25 [Stealth](/Skills.aspx?ID=15) check (the trap's sensors have [darkvision](/MonsterAbilities.aspx?ID=12) and [lifesense](/MonsterAbilities.aspx?ID=21)); **Effect** One of the toxic furnace's vents swivels to aim at the triggering creature and then spews a gout of boiling toxin at the target. The toxic furnace then rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) The trap loses 1 action for each disabled vent. On each of the trap's actions, a vent spews a gout of boiling toxin at a living creature in sight of it. It can't target a single creature more than once per round, so if there aren't enough viable targets for all 3 actions, the trap loses those unspent actions.\n\n **Ranged** boiling toxin +17 ([range 30 feet](/Traits.aspx?ID=248)), **Damage** 1d6 acid, 2d6 fire, and 2d6 poison\r\n\r\n---\r\n**Reset**\r\nThe trap resets after 1 minute, during which it sees no creatures to target.","name":"Toxic Furnace","rarity":"common","reflex_save":11,"release_date":"2022-10-26","reset":"The trap resets after 1 minute, during which it sees no creatures to target.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 84</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe smoking furnace begins to hiss and click, and its vents swivel and adjust to spew toxic fumes in the direction of intruders.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 84"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 84</row>","speed":{},"stealth":"+15 (expert)","summary":"The smoking furnace begins to hiss and click, and its vents swivel and adjust to spew toxic fumes in the direction of intruders.","summary_markdown":"The smoking furnace begins to hiss and click, and its vents swivel and adjust to spew toxic fumes in the direction of intruders.","text":" Toxic Furnace Source Crown of the Kobold King pg. 84 Complexity Complex The smoking furnace begins to hiss and click, and its vents swivel and adjust to spew toxic fumes in the direction of intruders. --- Stealth +15 (expert) Disable DC 25 Thievery (trained) to render one of the vents useless, or DC 25 Athletics to wrench and bend a vent until it no longer functions AC 24, Fort +17, Ref +11 Vent Hardness 10 Vent HP 18 (BT 9); Furnace Hardness 15, Furnace HP 56 (BT 28) Immunities critical hits, object immunities, precision damage Spew Toxins Reaction Trigger A visible living creature enters the room, or a Stealthy creature fails to remain hidden from the toxic furnace with a DC 25 Stealth check (the trap's sensors have darkvision and lifesense); Effect One of the toxic furnace's vents swivels to aim at the triggering creature and then spews a gout of boiling toxin at the target. The toxic furnace then rolls initiative. --- Routine (3 actions) The trap loses 1 action for each disabled vent. On each of the trap's actions, a vent spews a gout of boiling toxin at a living creature in sight of it. It can't target a single creature more than once per round, so if there aren't enough viable targets for all 3 actions, the trap loses those unspent actions. Ranged boiling toxin +17 (range 30 feet), Damage 1d6 acid, 2d6 fire, and 2d6 poison --- Reset The trap resets after 1 minute, during which it sees no creatures to target.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=256","weakness":{}}},{"_index":"aon18","_id":"hazard-257","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 25 Thievery (expert) to locate and deface tiny activation runes located at one of the six locations that spawn crystal spheres, or DC 28 Arcana (expert) or DC 28 Occultism (expert) to manipulate the magical energy at one of those locations to render the spheres inert, or dispel magic (3rd level; counteract DC 22) to counteract one of the crystal sphere spawn points","exclude_from_search":false,"fortitude_save":11,"hardness":13,"hardness_raw":"13 Sphere Hardness","hazard_type":"Trap","hp":54,"hp_raw":"54 (BT 27)","id":"hazard-257","immunity":["critical hits","fire damage","object immunities","precision damage"],"immunity_markdown":"critical hits, [fire](/Traits.aspx?ID=72) damage, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Explosive Crystal Spheres](/Hazards.aspx?ID=257)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 91</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nShimmering, glyph-graven, two-foot-diameter crystalline spheres shimmer and condense in the air, launching with explosive force at intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\n+15 (expert)\r\n\r\n**Disable**\r\nDC 25 [Thievery](/Skills.aspx?ID=17) (expert) to locate and deface tiny activation runes located at one of the six locations that spawn crystal spheres, or DC 28 [Arcana](/Skills.aspx?ID=2) (expert) or DC 28 [Occultism](/Skills.aspx?ID=11) (expert) to manipulate the magical energy at one of those locations to render the spheres inert, or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; [counteract](/Rules.aspx?ID=371) DC 22) to counteract one of the crystal sphere spawn points\n\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +11, **Ref** +17\r\n\r\n**Sphere Hardness**\r\n13\r\n\r\n**Sphere HP**\r\n54 (BT 27)\r\n\r\n**Immunities**\r\ncritical hits, [fire](/Traits.aspx?ID=72) damage, object immunities, precision damage\n\n</column>\r\n\r\n**Manifest Crystal Sphere** <actions string=\"Reaction\" /> **Trigger** Three or more creatures remain in the Outer Ring for 6 seconds or longer; **Effect** Six spheres of crystal, each measuring 2 feet in diameter, manifest from thin air and begin quickly floating toward intruders. A sphere manifests at each of the points on the map indicated with a small numeral (labeled 1 through 6); the trap then rolls initiative.\n\n---\r\n**Routine**\r\n(6 actions) On each of the trap's actions, a crystal sphere that hasn't yet taken an action during the turn either flies 25 feet toward the closest creature in the Outer Ring (if no creature is within 25 feet), or it attacks a visible creature within 25 feet (the crystal spheres can sense targets via [darkvision](/MonsterAbilities.aspx?ID=12)). If a crystal sphere attacks a target, that target takes 1d6 force damage (DC 24 [basic](/Rules.aspx?ID=329) Reflex save) as the sphere hits them and bursts. A creature can be attacked by multiple spheres in a turn, but a sphere always targets the closest target. Once a sphere attacks and bursts, it vanishes but respawns at its spawn point at the start of the next turn and continues its routine. A sphere that has been destroyed or had its spawn point disabled vanishes and doesn't continue to respawn and attack, and the trap loses 1 action for each sphere destroyed or disabled in this way. ","name":"Explosive Crystal Spheres","rarity":"common","reflex_save":17,"release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 91</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nShimmering, glyph-graven, two-foot-diameter crystalline spheres shimmer and condense in the air, launching with explosive force at intruders.\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 91"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 91</row>","speed":{},"stealth":"+15 (expert)","summary":"Shimmering, glyph-graven, two-foot-diameter crystalline spheres shimmer and condense in the air, launching with explosive force at intruders.","summary_markdown":"Shimmering, glyph-graven, two-foot-diameter crystalline spheres shimmer and condense in the air, launching with explosive force at intruders.","text":" Explosive Crystal Spheres Source Crown of the Kobold King pg. 91 Complexity Complex Shimmering, glyph-graven, two-foot-diameter crystalline spheres shimmer and condense in the air, launching with explosive force at intruders. --- Stealth +15 (expert) Disable DC 25 Thievery (expert) to locate and deface tiny activation runes located at one of the six locations that spawn crystal spheres, or DC 28 Arcana (expert) or DC 28 Occultism (expert) to manipulate the magical energy at one of those locations to render the spheres inert, or dispel magic (3rd level; counteract DC 22) to counteract one of the crystal sphere spawn points AC 24, Fort +11, Ref +17 Sphere Hardness 13 Sphere HP 54 (BT 27) Immunities critical hits, fire damage, object immunities, precision damage Manifest Crystal Sphere Reaction Trigger Three or more creatures remain in the Outer Ring for 6 seconds or longer; Effect Six spheres of crystal, each measuring 2 feet in diameter, manifest from thin air and begin quickly floating toward intruders. A sphere manifests at each of the points on the map indicated with a small numeral (labeled 1 through 6); the trap then rolls initiative. --- Routine (6 actions) On each of the trap's actions, a crystal sphere that hasn't yet taken an action during the turn either flies 25 feet toward the closest creature in the Outer Ring (if no creature is within 25 feet), or it attacks a visible creature within 25 feet (the crystal spheres can sense targets via darkvision). If a crystal sphere attacks a target, that target takes 1d6 force damage (DC 24 basic Reflex save) as the sphere hits them and bursts. A creature can be attacked by multiple spheres in a turn, but a sphere always targets the closest target. Once a sphere attacks and bursts, it vanishes but respawns at its spawn point at the start of the next turn and continues its routine. A sphere that has been destroyed or had its spawn point disabled vanishes and doesn't continue to respawn and attack, and the trap loses 1 action for each sphere destroyed or disabled in this way. ","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=257","weakness":{}}},{"_index":"aon18","_id":"hazard-258","_score":4.0463834,"_ignored":["disable.keyword","reset.keyword"],"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 28 (expert) to disable the main pressure plate at area H4a and deactivate the trap entirely (this causes the obsidian walls to retract up into the ceiling as well), Thievery DC 25 (trained) to disable one of the three lava spouts, or Athletics DC 28 (trained) to Force Open a fallen obsidian wall","exclude_from_search":false,"fortitude_save":17,"hardness":15,"hardness_raw":"15 Obsidian Wall Hardness","hazard_type":"Trap","hp":58,"hp_raw":"58 (BT 29) to smash a 5-foot-square hole in the wall; <b>Spout Hardness</b> 13; <b>Spout HP</b> 20 (BT 10)","id":"hazard-258","immunity":["critical hits","fire","object immunities","precision damage"],"immunity_markdown":"critical hits, fire, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[The Last Crucible](/Hazards.aspx?ID=258)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 100</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nMagically hardened sheets of obsidian drop down over the room's exits while the machinery within taps into wells of magma to begin spewing lava—and monsters—into the maze.\r\n\r\n---\r\n\r\n**Stealth**\r\n+15 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 28 (expert) to disable the main pressure plate at area H4a and deactivate the trap entirely (this causes the obsidian walls to retract up into the ceiling as well), Thievery DC 25 (trained) to disable one of the three lava spouts, or [Athletics](/Skills.aspx?ID=3) DC 28 (trained) to [Force Open](/Actions.aspx?ID=34) a fallen obsidian wall\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +17, **Ref** +11\r\n\r\n**Obsidian Wall Hardness**\r\n15\r\n\r\n**Obsidian Wall HP**\r\n58 (BT 29) to smash a 5-foot-square hole in the wall; **Spout Hardness** 13; **Spout HP** 20 (BT 10)\r\n\r\n**Immunities**\r\ncritical hits, fire, object immunities, precision damage\n\n</column>\r\n\r\n**Drop the Wall** <actions string=\"Reaction\" /> **Trigger** Four or more Small or larger creatures walk onto the pressure plate at area H4a; **Effect** A magically hardened sheet of obsidian drops down like a portcullis in the western and northern entrances to this room that lead to areas H3 and H5, respectively. Any creatures standing in one of these squares takes 4d6+4 bludgeoning damage from the falling wall (DC 24 [basic](/Rules.aspx?ID=329) Reflex save) and then decides what side of the wall they want to be on. At the same moment, four [thoqquas](/Monsters.aspx?ID=2185) that have spent centuries in hibernation awaken and emerge from vents into area H4b. The trap then rolls initiative, as do the thoqquas.\n\n---\r\n**Routine**\r\n(3 actions) The trap loses 1 action per disabled spout each turn. On each action, a different spout located at one of the three areas marked H4c spews a gout of lava at the closest non-thoqqua target in its line of sight; these spouts use magical sensors that have [darkvision](/MonsterAbilities.aspx?ID=12) and a Perception DC of 25. Originally, agents of the abbot would come through here after the trap was triggered, deactivate it, and clean out the hardened blobs of lava and dead bodies that remained, but the amount of time it would take for this trap to clog tunnels with cooled lava makes tracking that slow accretion over the course of this adventure unnecessary.\n\n **Ranged** <actions string=\"Single Action\" /> lava gout +17 (fire), **Damage** 4d8 fire; no multiple attack penalty\r\n\r\n---\r\n**Reset**\r\nThe Last Crucible deactivates and resets 10 minutes after it has no target creatures (because the creatures either left area H4 or died). Any thoqquas that still live sense the magma river at area H6 and eventually make their way north to that area to swim away.","name":"The Last Crucible","rarity":"common","reflex_save":11,"release_date":"2022-10-26","reset":"The Last Crucible deactivates and resets 10 minutes after it has no target creatures (because the creatures either left area H4 or died). Any thoqquas that still live sense the magma river at area H6 and eventually make their way north to that area to swim away.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Crown of the Kobold King](/Sources.aspx?ID=148) pg. 100</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagically hardened sheets of obsidian drop down over the room's exits while the machinery within taps into wells of magma to begin spewing lava—and …\r\n</summary>","source":["Crown of the Kobold King"],"source_raw":["Crown of the Kobold King pg. 100"],"source_category":"Adventures","source_group":"Crown of the Kobold King","source_markdown":"<row gap=\"tiny\">[Crown of the Kobold King](/Sources.aspx?ID=148) pg. 100</row>","speed":{},"stealth":"+15 (expert)","summary":"Magically hardened sheets of obsidian drop down over the room's exits while the machinery within taps into wells of magma to begin spewing lava—and …","summary_markdown":"Magically hardened sheets of obsidian drop down over the room's exits while the machinery within taps into wells of magma to begin spewing lava—and …","text":" The Last Crucible Source Crown of the Kobold King pg. 100 Complexity Complex Magically hardened sheets of obsidian drop down over the room's exits while the machinery within taps into wells of magma to begin spewing lava—and monsters—into the maze. --- Stealth +15 (expert) Disable Thievery DC 28 (expert) to disable the main pressure plate at area H4a and deactivate the trap entirely (this causes the obsidian walls to retract up into the ceiling as well), Thievery DC 25 (trained) to disable one of the three lava spouts, or Athletics DC 28 (trained) to Force Open a fallen obsidian wall AC 22, Fort +17, Ref +11 Obsidian Wall Hardness 15 Obsidian Wall HP 58 (BT 29) to smash a 5-foot-square hole in the wall; Spout Hardness 13; Spout HP 20 (BT 10) Immunities critical hits, fire, object immunities, precision damage Drop the Wall Reaction Trigger Four or more Small or larger creatures walk onto the pressure plate at area H4a; Effect A magically hardened sheet of obsidian drops down like a portcullis in the western and northern entrances to this room that lead to areas H3 and H5, respectively. Any creatures standing in one of these squares takes 4d6+4 bludgeoning damage from the falling wall (DC 24 basic Reflex save) and then decides what side of the wall they want to be on. At the same moment, four thoqquas that have spent centuries in hibernation awaken and emerge from vents into area H4b. The trap then rolls initiative, as do the thoqquas. --- Routine (3 actions) The trap loses 1 action per disabled spout each turn. On each action, a different spout located at one of the three areas marked H4c spews a gout of lava at the closest non-thoqqua target in its line of sight; these spouts use magical sensors that have darkvision and a Perception DC of 25. Originally, agents of the abbot would come through here after the trap was triggered, deactivate it, and clean out the hardened blobs of lava and dead bodies that remained, but the amount of time it would take for this trap to clog tunnels with cooled lava makes tracking that slow accretion over the course of this adventure unnecessary. Ranged Single Action lava gout +17 (fire), Damage 4d8 fire; no multiple attack penalty --- Reset The Last Crucible deactivates and resets 10 minutes after it has no target creatures (because the creatures either left area H4 or died). Any thoqquas that still live sense the magma river at area H6 and eventually make their way north to that area to swim away.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=258","weakness":{}}},{"_index":"aon18","_id":"hazard-259","_score":4.0463834,"_source":{"ac":33,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 Thievery to “blind” the statue so that it cannot notice any who approach, DC 35 Occultism to redirect and expend the trap's occult energies harmlessly, or dispel magic (7th level, counteract DC 32) to counteract the trap.","exclude_from_search":false,"fortitude_save":28,"hardness":22,"hardness_raw":"22","hazard_type":"Trap","hp":90,"hp_raw":"90 (BT 45)","id":"hazard-259","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Night's Breath Trap](/Hazards.aspx?ID=259)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 11</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe night giant mummy unfolds its arms and leans forward to exhale a blast of gray mist and shrieking spirits into the room.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 38 (master)\r\n\r\n**Disable**\r\nDC 33 [Thievery](/Skills.aspx?ID=17) to “blind” the statue so that it cannot notice any who approach, DC 35 [Occultism](/Skills.aspx?ID=11) to redirect and expend the trap's occult energies harmlessly, or [_dispel magic_](/Spells.aspx?ID=78) (7th level, [counteract](/Rules.aspx?ID=371) DC 32) to counteract the trap.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 33, **Fort** +28, **Ref** +22\r\n\r\n**Hardness**\r\n22\r\n\r\n**HP**\r\n90 (BT 45)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Night's Breath** <actions string=\"Reaction\" /> ([emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A Small or larger creature in area A2 moves within 15 feet of the secret door to the north or the double door to area A5; **Effect** The mummy exhales a blast of gray mist into the room that imparts an overwhelming sense that night itself is consuming all thought. The trap deals 12d6 mental damage to all creatures in area A2, who each must attempt a DC 36 Will saving throw.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage and is [frightened 1](/Conditions.aspx?ID=19).<br />\r\n**Failure** The creature takes full damage, is frightened 2, and is [fleeing](/Conditions.aspx?ID=17) for as long as they remain frightened.<br />\r\n**Critical Failure** The creature takes double damage, is frightened 3, and is fleeing for as long as they remain frightened.\n\n---\r\n**Reset**\r\nThe trap resets during the following round, after which it can be triggered again.","name":"Night's Breath Trap","rarity":"rare","reflex_save":22,"release_date":"2022-10-26","reset":"The trap resets during the following round, after which it can be triggered again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 11</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe night giant mummy unfolds its arms and leans forward to exhale a blast of gray mist and shrieking spirits into the room.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 11"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 11</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 38 (master)","summary":"The night giant mummy unfolds its arms and leans forward to exhale a blast of gray mist and shrieking spirits into the room.","summary_markdown":"The night giant mummy unfolds its arms and leans forward to exhale a blast of gray mist and shrieking spirits into the room.","text":" Night's Breath Trap Source Pathfinder #184: The Ghouls Hunger pg. 11 Complexity Simple The night giant mummy unfolds its arms and leans forward to exhale a blast of gray mist and shrieking spirits into the room. --- Stealth DC 38 (master) Disable DC 33 Thievery to “blind” the statue so that it cannot notice any who approach, DC 35 Occultism to redirect and expend the trap's occult energies harmlessly, or dispel magic (7th level, counteract DC 32) to counteract the trap. AC 33, Fort +28, Ref +22 Hardness 22 HP 90 (BT 45) Immunities critical hits, object immunities, precision damage Night's Breath Reaction (emotion, fear, illusion, mental, occult) Trigger A Small or larger creature in area A2 moves within 15 feet of the secret door to the north or the double door to area A5; Effect The mummy exhales a blast of gray mist into the room that imparts an overwhelming sense that night itself is consuming all thought. The trap deals 12d6 mental damage to all creatures in area A2, who each must attempt a DC 36 Will saving throw. Critical Success The creature is unaffected. Success The creature takes half damage and is frightened 1. Failure The creature takes full damage, is frightened 2, and is fleeing for as long as they remain frightened. Critical Failure The creature takes double damage, is frightened 3, and is fleeing for as long as they remain frightened. --- Reset The trap resets during the following round, after which it can be triggered again.","trait":["Magical","Rare","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=259","weakness":{}}},{"_index":"aon18","_id":"hazard-260","_score":4.0463834,"_source":{"ac":31,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 Thievery (master) or DC 35 Survival (master) to know where to Strike a specific crystal perfectly on a facet to cause it to shatter harmlessly","exclude_from_search":false,"fortitude_save":18,"hardness":20,"hardness_raw":"20","hazard_type":"Environmental","hp":80,"hp_raw":"80 (BT 40)","id":"hazard-260","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Crystalized Agony](/Hazards.aspx?ID=260)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 23</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA violet crystal containing the body of a dead creature, grown from its dying agony, pulses as it exudes motes of flickering energy.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10\r\n\r\n**Disable**\r\nDC 33 [Thievery](/Skills.aspx?ID=17) (master) or DC 35 [Survival](/Skills.aspx?ID=16) (master) to know where to Strike a specific crystal perfectly on a facet to cause it to shatter harmlessly\n\n<column gap=\"tiny\">\r\n\r\n**AC** 31, **Fort** +18, **Ref** +23\r\n\r\n**Hardness**\r\n20\r\n\r\n**HP**\r\n80 (BT 40)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Emit Agnoy** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** The crystallized agony is struck hard enough to take damage; **Effect** A shimmering mote of violet light flashes from the point of origin from the triggering action, unerringly striking the triggering creature. This bolt of agony deals 10d10 mental damage (DC 30 [basic](/Rules.aspx?ID=329) Fortitude save).\n\n---\r\n**Reset**\r\nA crystallized agony resets automatically and can be triggered again the next round.","name":"Crystalized Agony","rarity":"common","reflex_save":23,"release_date":"2022-10-26","reset":"A crystallized agony resets automatically and can be triggered again the next round.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 23</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA violet crystal containing the body of a dead creature, grown from its dying agony, pulses as it exudes motes of flickering energy.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 23"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 23</row>","speed":{},"stealth":"DC 10","summary":"A violet crystal containing the body of a dead creature, grown from its dying agony, pulses as it exudes motes of flickering energy.","summary_markdown":"A violet crystal containing the body of a dead creature, grown from its dying agony, pulses as it exudes motes of flickering energy.","text":" Crystalized Agony Source Pathfinder #184: The Ghouls Hunger pg. 23 Complexity Simple A violet crystal containing the body of a dead creature, grown from its dying agony, pulses as it exudes motes of flickering energy. --- Stealth DC 10 Disable DC 33 Thievery (master) or DC 35 Survival (master) to know where to Strike a specific crystal perfectly on a facet to cause it to shatter harmlessly AC 31, Fort +18, Ref +23 Hardness 20 HP 80 (BT 40) Immunities critical hits, object immunities, precision damage Emit Agnoy Reaction (divine, necromancy) Trigger The crystallized agony is struck hard enough to take damage; Effect A shimmering mote of violet light flashes from the point of origin from the triggering action, unerringly striking the triggering creature. This bolt of agony deals 10d10 mental damage (DC 30 basic Fortitude save). --- Reset A crystallized agony resets automatically and can be triggered again the next round.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=260","weakness":{}}},{"_index":"aon18","_id":"hazard-261","_score":4.0463834,"_source":{"ac":31,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 Thievery (master) to deactivate the machine, or DC 38 Perception (expert) to decipher the proper order in which the switches and dials should be adjusted in order to power the device down harmlessly","exclude_from_search":false,"fortitude_save":24,"hardness":22,"hardness_raw":"22","hazard_type":"Environmental","hp":60,"hp_raw":"60 (BT 30)","id":"hazard-261","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Pain Milker](/Hazards.aspx?ID=261)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 23</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn eerie machine made of levers, crystals, and glowing bits of metal that, as one draws near, causes unsettling aches and pains.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 10\r\n\r\n**Disable**\r\nDC 33 [Thievery](/Skills.aspx?ID=17) (master) to deactivate the machine, or DC 38 Perception (expert) to decipher the proper order in which the switches and dials should be adjusted in order to power the device down harmlessly\n\n<column gap=\"tiny\">\r\n\r\n**AC** 31, **Fort** +24, **Ref** +18\r\n\r\n**Hardness**\r\n22\r\n\r\n**HP**\r\n60 (BT 30)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Agonizing Overload** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** The pain milker is struck hard enough to take damage, or any of its dials and levers are adjusted carelessly; **Effect** The pain milker emits a shrill whine and exudes a blast of violet light. All creatures in area B2 must attempt a DC 30 Fortitude save. This DC is reduced by 2 if the machine is broken.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes 4d10 positive or negative damage (whichever is more harmful).<br />\r\n**Failure** The creature takes 8d10 positive or negative damage (whichever is more harmful) and is [enfeebled 1](/Conditions.aspx?ID=13).<br />\r\n**Critical Failure** As failure but 16d10 damage and enfeebled 2.\n\n---\r\n**Reset**\r\nIf the [augnagar](/Monsters.aspx?ID=776) still lives and at least one [crystallized agony](/Hazards.aspx?ID=245) is still functional, the pain milker resets automatically in a number of rounds equal to 7 the number of remaining crystallized agonies.","name":"Pain Milker","rarity":"common","reflex_save":18,"release_date":"2022-10-26","reset":"If the <%MONSTERS%776%%>augnagar<%END> still lives and at least one <%HAZARDS%245%%>crystallized agony<%END> is still functional, the pain milker resets automatically in a number of rounds equal to 7 the number of remaining crystallized agonies.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 23</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn eerie machine made of levers, crystals, and glowing bits of metal that, as one draws near, causes unsettling aches and pains.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 23"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 23</row>","speed":{},"stealth":"DC 10","summary":"An eerie machine made of levers, crystals, and glowing bits of metal that, as one draws near, causes unsettling aches and pains.","summary_markdown":"An eerie machine made of levers, crystals, and glowing bits of metal that, as one draws near, causes unsettling aches and pains.","text":" Pain Milker Source Pathfinder #184: The Ghouls Hunger pg. 23 Complexity Simple An eerie machine made of levers, crystals, and glowing bits of metal that, as one draws near, causes unsettling aches and pains. --- Stealth DC 10 Disable DC 33 Thievery (master) to deactivate the machine, or DC 38 Perception (expert) to decipher the proper order in which the switches and dials should be adjusted in order to power the device down harmlessly AC 31, Fort +24, Ref +18 Hardness 22 HP 60 (BT 30) Immunities critical hits, object immunities, precision damage Agonizing Overload Reaction (divine, necromancy) Trigger The pain milker is struck hard enough to take damage, or any of its dials and levers are adjusted carelessly; Effect The pain milker emits a shrill whine and exudes a blast of violet light. All creatures in area B2 must attempt a DC 30 Fortitude save. This DC is reduced by 2 if the machine is broken. Critical Success The creature is unaffected. Success The creature takes 4d10 positive or negative damage (whichever is more harmful). Failure The creature takes 8d10 positive or negative damage (whichever is more harmful) and is enfeebled 1. Critical Failure As failure but 16d10 damage and enfeebled 2. --- Reset If the augnagar still lives and at least one crystallized agony is still functional, the pain milker resets automatically in a number of rounds equal to 7 the number of remaining crystallized agonies.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=261","weakness":{}}},{"_index":"aon18","_id":"hazard-262","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":34,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 37 Thievery (master) to dismantle the housing and refocus the agony inward so it consumes itself harmlessly, DC 33 Arcana or Occultism (master) to vent the agony in a controlled way that causes the portalrender to become inert after 1 minute (during which it can still be triggered normally), or dispel magic (7th level; counteract DC 31)","exclude_from_search":false,"fortitude_save":26,"hardness":22,"hardness_raw":"22","hazard_type":"Trap","hp":88,"hp_raw":"88 (BT 44)","id":"hazard-262","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Unfinished Portalrender](/Hazards.aspx?ID=262)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 26</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA sphere of concentrated agony harvested from a [qlippoth](/MonsterFamilies.aspx?ID=146) begins pulsing with violet light as it blasts the room with otherworldly agony.\r\n\r\n---\r\n\r\n**Stealth**\r\n+27 (master)\r\n\r\n**Disable**\r\nDC 37 [Thievery](/Skills.aspx?ID=17) (master) to dismantle the housing and refocus the agony inward so it consumes itself harmlessly, DC 33 [Arcana](/Skills.aspx?ID=2) or [Occultism](/Skills.aspx?ID=11) (master) to vent the agony in a controlled way that causes the _portalrender_ to become inert after 1 minute (during which it can still be triggered normally), or [_dispel magic_](/Spells.aspx?ID=78) (7th level; [counteract](/Rules.aspx?ID=371) DC 31)\n\n<column gap=\"tiny\">\r\n\r\n**AC** 34, **Fort** +26, **Ref** +20\r\n\r\n**Hardness**\r\n22\r\n\r\n**HP**\r\n88 (BT 44)\n\n</column>\r\n\r\n**Agonizing Pulse** <actions string=\"Reaction\" /> ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** The unfinished _portalrender_ takes any damage or is moved (the _portalrender_ is Bulk 5); **Effect** The central sphere of concentrated agony flashes bright violet, filling the mind's of the room's inhabitants with overwhelming mental sensations of pain and hallucinations that the world around them is being torn away and replaced by a demon-haunted apocalypse. All creatures in area B4 must attempt a DC 33 Will save, then the trap rolls initiative. \r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes 4d6 mental damage from the pain.<br />\r\n**Failure** The creature takes 8d6 mental damage from the pain and is [confused](/Conditions.aspx?ID=5) until the end of their next turn.<br />\r\n**Critical Failure** The creature takes 16d6 mental damage from the pain, is [stupefied 1](/Conditions.aspx?ID=37), and is confused for 1 minute.\r\n\r\n---\r\n**Routine**\r\n(1 action) The unfinished _portalrender_ continues to flood area B4 with agony, and everyone in the room must attempt a DC 33 Will save against its Agonizing Pulse. At the end of its turn, the unfinished _portalrender_ attempts a DC 6 flat check. On a failure, its stores of agony deplete and it deactivates, causing the central orb of agony to fade away permanently","name":"Unfinished Portalrender","rarity":"common","reflex_save":20,"release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 26</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA sphere of concentrated agony harvested from a qlippoth begins pulsing with violet light as it blasts the room with otherworldly agony.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 26"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 26</row>","speed":{},"stealth":"+27 (master)","summary":"A sphere of concentrated agony harvested from a qlippoth begins pulsing with violet light as it blasts the room with otherworldly agony.","summary_markdown":"A sphere of concentrated agony harvested from a qlippoth begins pulsing with violet light as it blasts the room with otherworldly agony.","text":" Unfinished Portalrender Source Pathfinder #184: The Ghouls Hunger pg. 26 Complexity Complex A sphere of concentrated agony harvested from a qlippoth begins pulsing with violet light as it blasts the room with otherworldly agony. --- Stealth +27 (master) Disable DC 37 Thievery (master) to dismantle the housing and refocus the agony inward so it consumes itself harmlessly, DC 33 Arcana or Occultism (master) to vent the agony in a controlled way that causes the portalrender to become inert after 1 minute (during which it can still be triggered normally), or dispel magic (7th level; counteract DC 31) AC 34, Fort +26, Ref +20 Hardness 22 HP 88 (BT 44) Agonizing Pulse Reaction (emotion, enchantment, mental, occult) Trigger The unfinished portalrender takes any damage or is moved (the portalrender is Bulk 5); Effect The central sphere of concentrated agony flashes bright violet, filling the mind's of the room's inhabitants with overwhelming mental sensations of pain and hallucinations that the world around them is being torn away and replaced by a demon-haunted apocalypse. All creatures in area B4 must attempt a DC 33 Will save, then the trap rolls initiative. Critical Success The creature is unaffected. Success The creature takes 4d6 mental damage from the pain. Failure The creature takes 8d6 mental damage from the pain and is confused until the end of their next turn. Critical Failure The creature takes 16d6 mental damage from the pain, is stupefied 1, and is confused for 1 minute. --- Routine (1 action) The unfinished portalrender continues to flood area B4 with agony, and everyone in the room must attempt a DC 33 Will save against its Agonizing Pulse. At the end of its turn, the unfinished portalrender attempts a DC 6 flat check. On a failure, its stores of agony deplete and it deactivates, causing the central orb of agony to fade away permanently","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=262","weakness":{}}},{"_index":"aon18","_id":"hazard-263","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 Thievery (trained) to disable the glyph, or dispel magic (7th level, counteract DC 33) to counteract the glyph","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-263","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Glyph of Warding](/Hazards.aspx?ID=263)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 28, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA magical glyph flashes before triggering a spell.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 33 (trained)\r\n\r\n**Disable**\r\nDC 33 [Thievery](/Skills.aspx?ID=17) (trained) to disable the glyph, or [_dispel magic_](/Spells.aspx?ID=78) (7th level, [counteract](/Rules.aspx?ID=371) DC 33) to counteract the glyph\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Discharge Glyph** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [divine](/Traits.aspx?ID=48)) **Trigger** A creature opens the door between area B8 and B7; **Effect** A [_sound burst_](/Spells.aspx?ID=292), heightened to 6th level (DC 33), is centered on the creature opening the door. The sound alerts all creatures in the tower","name":"Glyph of Warding","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 28, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA magical glyph flashes before triggering a spell.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 28"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 28, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79</row>","speed":{},"stealth":"DC 33 (trained)","summary":"A magical glyph flashes before triggering a spell.","summary_markdown":"A magical glyph flashes before triggering a spell.","text":" Glyph of Warding Source Pathfinder #184: The Ghouls Hunger pg. 28, Kingmaker Companion Guide pg. 79 Complexity Simple A magical glyph flashes before triggering a spell. --- Stealth DC 33 (trained) Disable DC 33 Thievery (trained) to disable the glyph, or dispel magic (7th level, counteract DC 33) to counteract the glyph Discharge Glyph Reaction (abjuration, divine) Trigger A creature opens the door between area B8 and B7; Effect A sound burst , heightened to 6th level (DC 33), is centered on the creature opening the door. The sound alerts all creatures in the tower","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=263","weakness":{}}},{"_index":"aon18","_id":"hazard-264","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 33 Thievery (master) to disrupt the trap's magical network of sensors and effectively “blind” it to targets to react to, DC 38 Religion (master) to recognize the carvings and recall one of the mantras needed to pass safely, or dispel magic (7th level; counteract DC 32) to counteract the trap.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-264","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[The Putrid Rise](/Hazards.aspx?ID=264)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 47</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe stink of bile suddenly grows as the myriad mouths carved into the walls begin to vomit forth a deluge of acidic slurry.\r\n\r\n---\r\n\r\n**Stealth**\r\n+28 (master)\r\n\r\n**Disable**\r\nDC 33 [Thievery](/Skills.aspx?ID=17) (master) to disrupt the trap's magical network of sensors and effectively “blind” it to targets to react to, DC 38 [Religion](/Skills.aspx?ID=13) (master) to recognize the carvings and recall one of the mantras needed to pass safely, or [_dispel magic_](/Spells.aspx?ID=78) (7th level; [counteract](/Rules.aspx?ID=371) DC 32) to counteract the trap.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Vomit** <actions string=\"Reaction\" /> **Trigger** The trap's sensors notice a creature on the stairs north of the entrance to area D4; **Effect** The myriad mouths on the walls spew out a foul-smelling acidic slurry along the entire stairwell. The stairs in areas D3 become difficult terrain, and all creatures in area D3 must attempt a DC 34 Reflex saving throw. A creature that is [fatigued](/Conditions.aspx?ID=15) by hunger takes a 2 circumstance penalty to this saving throw. The trap then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes 4d6 acid damage and is [sickened 1](/Conditions.aspx?ID=34).<br />\r\n**Failure** The creature takes 8d6 acid damage, is sickened 2, and is knocked [prone](/Conditions.aspx?ID=31).<br />\r\n**Critical Failure** The creature takes 16d6 acid damage, is sickened 3, is knocked prone, and then tumbles down the stairs. The fall ends once the creature reaches the next lowest landing (note that a creature falling at the lowest flight tumbles into the carrion pit at area D2, but can attempt to [Grab an Edge](/Actions.aspx?ID=95) as detailed in that room). A creature that falls down the steps takes an additional 4d6 bludgeoning damage (DC 32 [basic](/Rules.aspx?ID=329) Reflex save) from the tumble, regardless of the total distance traveled.\r\n\r\n---\r\n**Routine**\r\n(1 action) On its turn, the trap Vomits as its action. As long as the Putrid Rise is active, the stairs in area D3 are difficult terrain.\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates 1 round after no targets can be sensed, but resets immediately.","name":"The Putrid Rise","rarity":"common","release_date":"2022-10-26","reset":"The trap deactivates 1 round after no targets can be sensed, but resets immediately.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 47</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe stink of bile suddenly grows as the myriad mouths carved into the walls begin to vomit forth a deluge of acidic slurry.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 47"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 47</row>","speed":{},"stealth":"+28 (master)","summary":"The stink of bile suddenly grows as the myriad mouths carved into the walls begin to vomit forth a deluge of acidic slurry.","summary_markdown":"The stink of bile suddenly grows as the myriad mouths carved into the walls begin to vomit forth a deluge of acidic slurry.","text":" The Putrid Rise Source Pathfinder #184: The Ghouls Hunger pg. 47 Complexity Complex The stink of bile suddenly grows as the myriad mouths carved into the walls begin to vomit forth a deluge of acidic slurry. --- Stealth +28 (master) Disable DC 33 Thievery (master) to disrupt the trap's magical network of sensors and effectively “blind” it to targets to react to, DC 38 Religion (master) to recognize the carvings and recall one of the mantras needed to pass safely, or dispel magic (7th level; counteract DC 32) to counteract the trap. Vomit Reaction Trigger The trap's sensors notice a creature on the stairs north of the entrance to area D4; Effect The myriad mouths on the walls spew out a foul-smelling acidic slurry along the entire stairwell. The stairs in areas D3 become difficult terrain, and all creatures in area D3 must attempt a DC 34 Reflex saving throw. A creature that is fatigued by hunger takes a 2 circumstance penalty to this saving throw. The trap then rolls initiative. Critical Success The creature is unaffected. Success The creature takes 4d6 acid damage and is sickened 1. Failure The creature takes 8d6 acid damage, is sickened 2, and is knocked prone. Critical Failure The creature takes 16d6 acid damage, is sickened 3, is knocked prone, and then tumbles down the stairs. The fall ends once the creature reaches the next lowest landing (note that a creature falling at the lowest flight tumbles into the carrion pit at area D2, but can attempt to Grab an Edge as detailed in that room). A creature that falls down the steps takes an additional 4d6 bludgeoning damage (DC 32 basic Reflex save) from the tumble, regardless of the total distance traveled. --- Routine (1 action) On its turn, the trap Vomits as its action. As long as the Putrid Rise is active, the stairs in area D3 are difficult terrain. --- Reset The trap deactivates 1 round after no targets can be sensed, but resets immediately.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=264","weakness":{}}},{"_index":"aon18","_id":"hazard-265","_score":4.0463834,"_source":{"ac":36,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 33 Thievery (master) or DC 35 Nature (master) to discern a hairline fracture that, when struck, shatters a crystal to dust","exclude_from_search":false,"fortitude_save":28,"hardness":22,"hardness_raw":"22 Crystal Hardness","hazard_type":"Environmental","hp":92,"hp_raw":"92 (BT 46)","id":"hazard-265","immunity":["critical hits","object immunities (except positive )","precision damage"],"immunity_markdown":"critical hits, object immunities (except [positive](/Traits.aspx?ID=128)), precision damage","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Void Garden](/Hazards.aspx?ID=265)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 48</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nSix eerie purple crystals react to the presence of life, pulsing with flashes of violet light that seem to match the heartbeats of living creatures in the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+28 (master)\r\n\r\n**Disable**\r\nDC 33 **Thievery** (master) or DC 35 [Nature](/Skills.aspx?ID=10) (master) to discern a hairline fracture that, when struck, shatters a crystal to dust\n\n<column gap=\"tiny\">\r\n\r\n**AC** 36, **Fort** +28, **Ref** +22\r\n\r\n**Crystal Hardness**\r\n22\r\n\r\n**Crystal HP**\r\n92 (BT 46)\r\n\r\n**Immunities**\r\ncritical hits, object immunities (except [positive](/Traits.aspx?ID=128)), precision damage\r\n\r\n**Weaknesses**\r\npositive 15\n\n</column>\r\n\r\n**Negative Energy Pulse** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A living creature enters the circular portion of area D4, or a crystal takes damage from any source; **Effect** The void garden creates a pulse of negative energy that fills the entire room and, if the doors to area D3 are open, extends 30 feet into the hallway beyond. All living creatures in this area must attempt a DC 34 Fortitude save. The trap then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected<br />\r\n**Success** The creature takes 5d6 negative damage.<br />\r\n**Failure** The creature takes 8d6 negative damage and is [drained 1](/Conditions.aspx?ID=10).<br />\r\n**Critical Failure** The creature takes 16d6 negative damage and is drained 2.\r\n\r\n---\r\n**Routine**\r\n(6 actions) The void garden's crystals each use an action to fire a void ray, a beam of destructive dark purple energy, at a random living creature in the room or in visible reach through the open doorway (the crystals don't fire at living targets on the balcony in area D6c). A single creature can be targeted only once per round by a void ray. The void garden loses one action for each crystal that is disarmed or destroyed.\n\n **Ranged** <actions string=\"Single Action\" /> void ray +29 (negative, range 120 feet), **Damage** 3d10 negative plus [drained 1](/Conditions.aspx?ID=10) (this drained value stacks with that caused by other void rays or the hazard's Negative Energy Pulse, to a maximum of drained 5).\r\n\r\n---\r\n**Reset**\r\nThe void garden deactivates 1 round after all living targets leave the area but resets immediately thereafter.","name":"Void Garden","rarity":"common","reflex_save":22,"release_date":"2022-10-26","reset":"The void garden deactivates 1 round after all living targets leave the area but resets immediately thereafter.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 48</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSix eerie purple crystals react to the presence of life, pulsing with flashes of violet light that seem to match the heartbeats of living creatures …\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 48"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 48</row>","speed":{},"stealth":"+28 (master)","summary":"Six eerie purple crystals react to the presence of life, pulsing with flashes of violet light that seem to match the heartbeats of living creatures …","summary_markdown":"Six eerie purple crystals react to the presence of life, pulsing with flashes of violet light that seem to match the heartbeats of living creatures …","text":" Void Garden Source Pathfinder #184: The Ghouls Hunger pg. 48 Complexity Complex Six eerie purple crystals react to the presence of life, pulsing with flashes of violet light that seem to match the heartbeats of living creatures in the room. --- Stealth +28 (master) Disable DC 33 Thievery (master) or DC 35 Nature (master) to discern a hairline fracture that, when struck, shatters a crystal to dust AC 36, Fort +28, Ref +22 Crystal Hardness 22 Crystal HP 92 (BT 46) Immunities critical hits, object immunities (except positive), precision damage Weaknesses positive 15 Negative Energy Pulse Reaction (attack) Trigger A living creature enters the circular portion of area D4, or a crystal takes damage from any source; Effect The void garden creates a pulse of negative energy that fills the entire room and, if the doors to area D3 are open, extends 30 feet into the hallway beyond. All living creatures in this area must attempt a DC 34 Fortitude save. The trap then rolls initiative. Critical Success The creature is unaffected Success The creature takes 5d6 negative damage. Failure The creature takes 8d6 negative damage and is drained 1. Critical Failure The creature takes 16d6 negative damage and is drained 2. --- Routine (6 actions) The void garden's crystals each use an action to fire a void ray, a beam of destructive dark purple energy, at a random living creature in the room or in visible reach through the open doorway (the crystals don't fire at living targets on the balcony in area D6c). A single creature can be targeted only once per round by a void ray. The void garden loses one action for each crystal that is disarmed or destroyed. Ranged Single Action void ray +29 (negative, range 120 feet), Damage 3d10 negative plus drained 1 (this drained value stacks with that caused by other void rays or the hazard's Negative Energy Pulse, to a maximum of drained 5). --- Reset The void garden deactivates 1 round after all living targets leave the area but resets immediately thereafter.","trait":["Complex","Environmental"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=265","weakness":{"positive":15},"weakness_markdown":"positive 15","weakness_raw":"positive 15"}},{"_index":"aon18","_id":"hazard-266","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 34 Thievery (trained) to disable the glyph, or dispel magic (7th level, counteract DC 34) to counteract the glyph","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-266","level":14,"markdown":"<title level=\"1\" right=\"Hazard 14\" pfs=\"\">[Glyph of Warding](/Hazards.aspx?ID=266)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 50, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA magical glyph flashes before triggering a spell.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 34 (trained)\r\n\r\n**Disable**\r\nDC 34 [Thievery](/Skills.aspx?ID=17) (trained) to disable the glyph, or [_dispel magic_](/Spells.aspx?ID=78) (7th level, [counteract](/Rules.aspx?ID=371) DC 34) to counteract the glyph\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Discharge Glyph** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [divine](/Traits.aspx?ID=48)) **Trigger** A creature opens the door to area D6; **Effect** The creature is targeted by a [_spirit blast_](/Spells.aspx?ID=301) spell (DC 34).","name":"Glyph of Warding","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 50, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA magical glyph flashes before triggering a spell.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 50"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 50, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79</row>","speed":{},"stealth":"DC 34 (trained)","summary":"A magical glyph flashes before triggering a spell.","summary_markdown":"A magical glyph flashes before triggering a spell.","text":" Glyph of Warding Source Pathfinder #184: The Ghouls Hunger pg. 50, Kingmaker Companion Guide pg. 79 Complexity Simple A magical glyph flashes before triggering a spell. --- Stealth DC 34 (trained) Disable DC 34 Thievery (trained) to disable the glyph, or dispel magic (7th level, counteract DC 34) to counteract the glyph Discharge Glyph Reaction (abjuration, divine) Trigger A creature opens the door to area D6; Effect The creature is targeted by a spirit blast spell (DC 34).","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=266","weakness":{}}},{"_index":"aon18","_id":"hazard-267","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 40 Thievery (master) to disable one side of the bridge's quick release mechanisms","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-267","level":15,"markdown":"<title level=\"1\" right=\"Hazard 15\" pfs=\"\">[Collapsing Bridge](/Hazards.aspx?ID=267)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 63, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 31</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn iron bridge's connectors give way to drop into the lake below.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 40 (master)\r\n\r\n**Disable**\r\nDC 40 [Thievery](/Skills.aspx?ID=17) (master) to disable one side of the bridge's quick release mechanisms\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A Small or larger creature moves more than 20 feet onto the bridge; **Effect** The bridge chains detach from their connectors, dropping itself and anything on it into the lake 150 feet below. A creature that's adjacent to the ledges to the north or south can attempt a DC 33 Reflex save to [Grab the Edge](/Actions.aspx?ID=95), but creatures who can't reach the edge fall with the bridge into the toxic water below (unless one side of the bridge remains attached, in which case a creature can attempt to Grab an Edge by clinging to the dangling bridge—requiring a successful DC 20 [Athletics](/Skills.aspx?ID=3) check to climb the hanging bridge to safety).","name":"Collapsing Bridge","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 63, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 31</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn iron bridge's connectors give way to drop into the lake below.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 63"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 63, [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 31</row>","speed":{},"stealth":"DC 40 (master)","summary":"An iron bridge's connectors give way to drop into the lake below.","summary_markdown":"An iron bridge's connectors give way to drop into the lake below.","text":" Collapsing Bridge Source Pathfinder #184: The Ghouls Hunger pg. 63, Kingmaker Companion Guide pg. 31 Complexity Simple An iron bridge's connectors give way to drop into the lake below. --- Stealth DC 40 (master) Disable DC 40 Thievery (master) to disable one side of the bridge's quick release mechanisms Collapse Reaction Trigger A Small or larger creature moves more than 20 feet onto the bridge; Effect The bridge chains detach from their connectors, dropping itself and anything on it into the lake 150 feet below. A creature that's adjacent to the ledges to the north or south can attempt a DC 33 Reflex save to Grab the Edge, but creatures who can't reach the edge fall with the bridge into the toxic water below (unless one side of the bridge remains attached, in which case a creature can attempt to Grab an Edge by clinging to the dangling bridge—requiring a successful DC 20 Athletics check to climb the hanging bridge to safety).","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=267","weakness":{}}},{"_index":"aon18","_id":"hazard-268","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":39,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 42 Thievery (master) to focus the portal's energies back in on itself to close it off, or DC 36 Occultism (master) to invoke the proper chant and make the proper hand gestures to untether the portal from the Dreamlands , or dispel magic (8th level; counteract DC 34) to counteract the portal for 1 minute and prevent Orgesh's influence from reaching through during that time","exclude_from_search":false,"fortitude_save":30,"hardness":26,"hardness_raw":"26","hazard_type":"Trap","hp":104,"hp_raw":"104 (BT 52)","id":"hazard-268","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Nightmare Portal](/Hazards.aspx?ID=268)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 66</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nHorrific visions of a lumbering monstrosity whose face is nothing but a fanged mouth lurch out of the violet mist to attempt to eat the viewer alive.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC +32 (master)\r\n\r\n**Disable**\r\nDC 42 [Thievery](/Skills.aspx?ID=17) (master) to focus the portal's energies back in on itself to close it off, or DC 36 [Occultism](/Skills.aspx?ID=11) (master) to invoke the proper chant and make the proper hand gestures to untether the portal from the [Dreamlands](/Planes.aspx?ID=22), or [_dispel magic_](/Spells.aspx?ID=78) (8th level; [counteract](/Rules.aspx?ID=371) DC 34) to counteract the portal for 1 minute and prevent Orgesh's influence from reaching through during that time\n\n<column gap=\"tiny\">\r\n\r\n**AC** 39, **Fort** +30, **Ref** +25\r\n\r\n**Hardness**\r\n26\r\n\r\n**HP**\r\n104 (BT 52)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Dreadful Vision** <actions string=\"Reaction\" /> ([illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** At the start of a round after a creature who can dream and isn't immune to [sleep](/Traits.aspx?ID=145) effects enters the room, the portal starts to glow with purple mist. At this point, the portal triggers as soon as such a creature looks into it. A character who just passes by and doesn't specifically avert their gaze must attempt a DC 11 flat check to not accidently glance into the portal, while a character who [Searches](/Actions.aspx?ID=519) this room automatically looks into it unless they specify otherwise. **Effect** The nightmare portal casts [_phantasmal calamity_](/Spells.aspx?ID=218) (heightened to 8th level, Will save DC 37), making reality appear to crumble away to reveal a vast cavern filled with bones through which immense wormlike creatures burrow as they endlessly eat away at the world. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) A vision of an immense lumbering figure with nothing but a circular mouth for a face lurches out of the portal. For each action, the nightmare portal casts [_phantasmal killer_](/Spells.aspx?ID=219) (heightened to 8th level, Will save DC 37), targeting a different creature both times. It can select targets in area E11, the secret alcove to the northeast, or up to 10 feet east from the door (although a closed door blocks it), choosing the closest two targets each round. The nightmare portal loses 1 action if it's [broken](/Conditions.aspx?ID=2) and can thus only cast _phantasmal killer_ once per round.\r\n\r\n---\r\n**Reset**\r\nThe nightmare portal resets 1 minute after it no longer detects targets.","name":"Nightmare Portal","rarity":"common","reflex_save":25,"release_date":"2022-10-26","reset":"The nightmare portal resets 1 minute after it no longer detects targets.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 66</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHorrific visions of a lumbering monstrosity whose face is nothing but a fanged mouth lurch out of the violet mist to attempt to eat the viewer alive.\r\n</summary>","source":["Pathfinder #184: The Ghouls Hunger"],"source_raw":["Pathfinder #184: The Ghouls Hunger pg. 66"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 66</row>","speed":{},"stealth":"DC +32 (master)","summary":"Horrific visions of a lumbering monstrosity whose face is nothing but a fanged mouth lurch out of the violet mist to attempt to eat the viewer alive.","summary_markdown":"Horrific visions of a lumbering monstrosity whose face is nothing but a fanged mouth lurch out of the violet mist to attempt to eat the viewer alive.","text":" Nightmare Portal Source Pathfinder #184: The Ghouls Hunger pg. 66 Complexity Complex Horrific visions of a lumbering monstrosity whose face is nothing but a fanged mouth lurch out of the violet mist to attempt to eat the viewer alive. --- Stealth DC +32 (master) Disable DC 42 Thievery (master) to focus the portal's energies back in on itself to close it off, or DC 36 Occultism (master) to invoke the proper chant and make the proper hand gestures to untether the portal from the Dreamlands, or dispel magic (8th level; counteract DC 34) to counteract the portal for 1 minute and prevent Orgesh's influence from reaching through during that time AC 39, Fort +30, Ref +25 Hardness 26 HP 104 (BT 52) Immunities critical hits, object immunities, precision damage Dreadful Vision Reaction (illusion, mental, occult) Trigger At the start of a round after a creature who can dream and isn't immune to sleep effects enters the room, the portal starts to glow with purple mist. At this point, the portal triggers as soon as such a creature looks into it. A character who just passes by and doesn't specifically avert their gaze must attempt a DC 11 flat check to not accidently glance into the portal, while a character who Searches this room automatically looks into it unless they specify otherwise. Effect The nightmare portal casts phantasmal calamity (heightened to 8th level, Will save DC 37), making reality appear to crumble away to reveal a vast cavern filled with bones through which immense wormlike creatures burrow as they endlessly eat away at the world. The trap then rolls initiative. --- Routine (2 actions) A vision of an immense lumbering figure with nothing but a circular mouth for a face lurches out of the portal. For each action, the nightmare portal casts phantasmal killer (heightened to 8th level, Will save DC 37), targeting a different creature both times. It can select targets in area E11, the secret alcove to the northeast, or up to 10 feet east from the door (although a closed door blocks it), choosing the closest two targets each round. The nightmare portal loses 1 action if it's broken and can thus only cast phantasmal killer once per round. --- Reset The nightmare portal resets 1 minute after it no longer detects targets.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=268","weakness":{}}},{"_index":"aon18","_id":"hazard-269","_score":4.0463834,"_source":{"ac":39,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 37 Occultism (master) or DC 40 Religion (master) to unmake the Spiral Seal through occult ritual or prayer performed as a 10 minute activity with the Concentrate trait, or dispel magic (9th level, counteract DC 40) to counteract the Spiral Seal.","exclude_from_search":false,"fortitude_save":30,"hardness":27,"hardness_raw":"27","hp":106,"hp_raw":"106 (BT 53)","id":"hazard-269","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Spiral Seal](/Hazards.aspx?ID=269)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 400</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA spiral shape suggesting the curling religious symbol of Pharasma is carved into the stone floor.\r\n\r\n---\n\n**Disable**\r\nDC 37 Occultism (master) or DC 40 Religion (master) to unmake the Spiral Seal through occult ritual or prayer performed as a 10 minute activity with the [Concentrate](/Actions.aspx?ID=683) trait, or [_dispel magic_](/Spells.aspx?ID=78) (9th level, counteract DC 40) to counteract the Spiral Seal.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 39, **Fort** +30, **Ref** +25\r\n\r\n**Hardness**\r\n27\r\n\r\n**HP**\r\n106 (BT 53)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Backlash** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [incapacitation](/Traits.aspx?ID=93), [occult](/Traits.aspx?ID=120)) **Trigger** A creature fails an attempt to disable the Spiral Seal or inflicts damage to it without successfully breaking it; **Effect** The magic stored within the Spiral Seal blasts outward in a concussive wave of power, surging in a spiraling vortex. All creatures within 60 feet of the Spiral Seal must attempt a DC 41 Fortitude save.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is knocked [prone](/Conditions.aspx?ID=31).<br />\r\n**Failure** The creature is knocked prone and is [stupefied](/Conditions.aspx?ID=37) 1 for 24 hours.<br />\r\n**Critical Failure** The creature is knocked prone, is stupefied 3 for 24 hours, and increases their [doomed](/Conditions.aspx?ID=9) value by 1.\n\n---\r\n**Reset**\r\n**Recovery** <actions string=\"Free Action\" /> **Frequency** once per round; **Trigger** The Spiral Seal is damaged but is above its Broken Threshold; **Effect** The Spiral Seal repairs itself, regaining 30 Hit Points.","name":"Spiral Seal","rarity":"unique","reflex_save":25,"release_date":"2022-10-26","reset":"<b>Recovery</b> <%ACTION.TYPES#6%%> <b>Frequency</b> once per round; <b>Trigger</b> The Spiral Seal is damaged but is above its Broken Threshold; <b>Effect</b> The Spiral Seal repairs itself, regaining 30 Hit Points.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 400</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spiral shape suggesting the curling religious symbol of Pharasma is carved into the stone floor.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 400"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 400</row>","speed":{},"spoilers":"Kingmaker","summary":"A spiral shape suggesting the curling religious symbol of Pharasma is carved into the stone floor.","summary_markdown":"A spiral shape suggesting the curling religious symbol of Pharasma is carved into the stone floor.","text":" Spiral Seal Source Kingmaker Adventure Path pg. 400 Complexity Simple A spiral shape suggesting the curling religious symbol of Pharasma is carved into the stone floor. --- Disable DC 37 Occultism (master) or DC 40 Religion (master) to unmake the Spiral Seal through occult ritual or prayer performed as a 10 minute activity with the Concentrate trait, or dispel magic (9th level, counteract DC 40) to counteract the Spiral Seal. AC 39, Fort +30, Ref +25 Hardness 27 HP 106 (BT 53) Immunities critical hits, object immunities, precision damage Backlash Reaction (abjuration, incapacitation, occult) Trigger A creature fails an attempt to disable the Spiral Seal or inflicts damage to it without successfully breaking it; Effect The magic stored within the Spiral Seal blasts outward in a concussive wave of power, surging in a spiraling vortex. All creatures within 60 feet of the Spiral Seal must attempt a DC 41 Fortitude save. Critical Success The creature is unaffected. Success The creature is knocked prone. Failure The creature is knocked prone and is stupefied 1 for 24 hours. Critical Failure The creature is knocked prone, is stupefied 3 for 24 hours, and increases their doomed value by 1. --- Reset Recovery Free Action Frequency once per round; Trigger The Spiral Seal is damaged but is above its Broken Threshold; Effect The Spiral Seal repairs itself, regaining 30 Hit Points.","trait":["Magical","Unique"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Unique](/Traits.aspx?ID=161)","trait_raw":["Magical","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=269","weakness":{}}},{"_index":"aon18","_id":"hazard-270","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-270","level":0,"markdown":"<title level=\"1\" right=\"Hazard 0\" pfs=\"\">[Unstable Pit](/Hazards.aspx?ID=270)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 69</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis open pit was once covered with branches— it's now visible, but its unstable edges are not obvious.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 12\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Crumbling Edge** <actions string=\"Reaction\" /> **Trigger** A creature comes within 5 feet of the pit's edge; **Effect** The edge of the pit crumbles. The triggering creature must attempt a DC 19 Reflex save.\r\n\r\n**Critical Success** The triggering creature steps back from the edge before it collapses.<br />\r\n**Success** The triggering creature falls [prone](/Conditions.aspx?ID=31).<br />\r\n**Failure** The triggering creature falls prone and slides into the pit, taking 1d6 bludgeoning damage.<br />\r\n**Critical Failure** As failure, but 2d6 bludgeoning damage.","name":"Unstable Pit","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 69</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis open pit was once covered with branches— it's now visible, but its unstable edges are not obvious.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 69"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 69</row>","speed":{},"stealth":"DC 12","summary":"This open pit was once covered with branches— it's now visible, but its unstable edges are not obvious.","summary_markdown":"This open pit was once covered with branches— it's now visible, but its unstable edges are not obvious.","text":" Unstable Pit Source Kingmaker Adventure Path pg. 69 Complexity Simple This open pit was once covered with branches— it's now visible, but its unstable edges are not obvious. --- Stealth DC 12 Crumbling Edge Reaction Trigger A creature comes within 5 feet of the pit's edge; Effect The edge of the pit crumbles. The triggering creature must attempt a DC 19 Reflex save. Critical Success The triggering creature steps back from the edge before it collapses. Success The triggering creature falls prone. Failure The triggering creature falls prone and slides into the pit, taking 1d6 bludgeoning damage. Critical Failure As failure, but 2d6 bludgeoning damage.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=270","weakness":{}}},{"_index":"aon18","_id":"hazard-271","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"While a spell like gust of wind can temporarily clear a path through the smoke, the hazard returns at the start of the next round as long as the fires in area A17 continue to burn; DC 18 Survival to know how best to cover your nose and mouth with a wet cloth to help alleviate the choking effects of the smoke.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-271","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Smoke-Filled Hallway](/Hazards.aspx?ID=271)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 34</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThick smoke fills this hallway, making it difficult to see and breathe.\r\n\r\n---\r\n\r\n**Stealth**\r\n+0 (noticing the smoke is automatic)\r\n\r\n**Disable**\r\nWhile a spell like [_gust of wind_](/Spells.aspx?ID=143) can temporarily clear a path through the smoke, the hazard returns at the start of the next round as long as the fires in area A17 continue to burn; DC 18 [Survival](/Skills.aspx?ID=16) to know how best to cover your nose and mouth with a wet cloth to help alleviate the choking effects of the smoke.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Choke** <actions string=\"Reaction\" /> **Trigger** A creature that isn't holding their breath walks into the hallway or starts their turn in the hallway; **Effect** The triggering creature must attempt a DC 18 Fortitude save.\r\n\r\n**Critical Success** The creature is unaffected by the smoke.<br />\r\n**Success** The creature is [sickened 1](/Conditions.aspx?ID=34) by the smoke.<br />\r\n**Failure** The creature is sickened 1 and takes 1d6 [nonlethal](/Traits.aspx?ID=188) damage from choking on the smoke. A creature that falls [unconscious](/Conditions.aspx?ID=38) from the nonlethal damage begins to [suffocate](/Rules.aspx?ID=468) in 1d4+1 rounds if not dragged to safety.<br />\r\n**Critical Failure** As failure, but sickened 2 and 1d6 persistent nonlethal damage.\n\n---\r\n**Reset**\r\nThe smoke continues to affect anyone who enters area A16 until the fires in area A17 are extinguished.","name":"Smoke-Filled Hallway","rarity":"common","release_date":"2022-10-26","reset":"The smoke continues to affect anyone who enters area A16 until the fires in area A17 are extinguished.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 34</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThick smoke fills this hallway, making it difficult to see and breathe.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 34"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 34</row>","speed":{},"stealth":"+0 (noticing the smoke is automatic)","summary":"Thick smoke fills this hallway, making it difficult to see and breathe.","summary_markdown":"Thick smoke fills this hallway, making it difficult to see and breathe.","text":" Smoke-Filled Hallway Source Kingmaker Adventure Path pg. 34 Complexity Complex Thick smoke fills this hallway, making it difficult to see and breathe. --- Stealth +0 (noticing the smoke is automatic) Disable While a spell like gust of wind can temporarily clear a path through the smoke, the hazard returns at the start of the next round as long as the fires in area A17 continue to burn; DC 18 Survival to know how best to cover your nose and mouth with a wet cloth to help alleviate the choking effects of the smoke. Choke Reaction Trigger A creature that isn't holding their breath walks into the hallway or starts their turn in the hallway; Effect The triggering creature must attempt a DC 18 Fortitude save. Critical Success The creature is unaffected by the smoke. Success The creature is sickened 1 by the smoke. Failure The creature is sickened 1 and takes 1d6 nonlethal damage from choking on the smoke. A creature that falls unconscious from the nonlethal damage begins to suffocate in 1d4+1 rounds if not dragged to safety. Critical Failure As failure, but sickened 2 and 1d6 persistent nonlethal damage. --- Reset The smoke continues to affect anyone who enters area A16 until the fires in area A17 are extinguished.","trait":["Complex","Environmental"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=271","weakness":{}}},{"_index":"aon18","_id":"hazard-272","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 17 Survival (made as an individual hexploration activity) to locate and disarm all the traps by hand.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-272","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Breeg's Traps](/Hazards.aspx?ID=272)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 58</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSeveral dozen spike snares are littered across this hex.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20\r\n\r\n**Disable**\r\nDC 17 [Survival](/Skills.aspx?ID=16) (made as an individual hexploration activity) to locate and disarm all the traps by hand.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Clamp Shut** <actions string=\"Reaction\" /> **Trigger** Anyone Travels or Reconnoiters this hex; **Effect** If the characters are Traveling, one of them (determined randomly) steps in a trap. If the characters are Reconnoitering, 1d4 of them (determined randomly) step in a trap. When a creature steps in a trap, the trap makes a bear trap Strike against the creature.\n\n **Melee** <actions string=\"Single Action\" /> bear trap +14, **Damage** 2d10+7 piercing\n\n---\r\n**Reset**\r\nThere are enough traps in this hex that this hazard can be triggered up to 5 times before all the traps are used up.","name":"Breeg's Traps","rarity":"common","release_date":"2022-10-26","reset":"There are enough traps in this hex that this hazard can be triggered up to 5 times before all the traps are used up.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 58</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSeveral dozen spike snares are littered across this hex.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 58"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 58</row>","speed":{},"stealth":"DC 20","summary":"Several dozen spike snares are littered across this hex.","summary_markdown":"Several dozen spike snares are littered across this hex.","text":" Breeg's Traps Source Kingmaker Adventure Path pg. 58 Complexity Simple Several dozen spike snares are littered across this hex. --- Stealth DC 20 Disable DC 17 Survival (made as an individual hexploration activity) to locate and disarm all the traps by hand. Clamp Shut Reaction Trigger Anyone Travels or Reconnoiters this hex; Effect If the characters are Traveling, one of them (determined randomly) steps in a trap. If the characters are Reconnoitering, 1d4 of them (determined randomly) step in a trap. When a creature steps in a trap, the trap makes a bear trap Strike against the creature. Melee Single Action bear trap +14, Damage 2d10+7 piercing --- Reset There are enough traps in this hex that this hazard can be triggered up to 5 times before all the traps are used up.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=272","weakness":{}}},{"_index":"aon18","_id":"hazard-273","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Crafting DC 25 to Repair the bridge as an individual hexploration activity.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-273","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Rickety Bridge](/Hazards.aspx?ID=273)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 65</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe bridge creaks and strains alarmingly.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22\r\n\r\n**Disable**\r\n[Crafting](/Skills.aspx?ID=4) DC 25 to [Repair](/Actions.aspx?ID=42) the bridge as an individual hexploration activity.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** Two or more Medium creatures or a Large or larger creature crosses the bridge; **Effect** The bridge collapses. The triggering creature(s) fall into the river below, taking no damage from the fall itself due to the deep water, but taking 2d8+5 bludgeoning damage (DC 21 [basic](/Rules.aspx?ID=329) Reflex save) from falling debris. For 1 round after the collapse, the waters below the bridge churn violently, requiring a DC 20 [Athletics](/Skills.aspx?ID=3) check to [Swim](/Actions.aspx?ID=39).","name":"Rickety Bridge","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe bridge creaks and strains alarmingly.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 65"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 65</row>","speed":{},"stealth":"DC 22","summary":"The bridge creaks and strains alarmingly.","summary_markdown":"The bridge creaks and strains alarmingly.","text":" Rickety Bridge Source Kingmaker Adventure Path pg. 65 Complexity Simple The bridge creaks and strains alarmingly. --- Stealth DC 22 Disable Crafting DC 25 to Repair the bridge as an individual hexploration activity. Collapse Reaction Trigger Two or more Medium creatures or a Large or larger creature crosses the bridge; Effect The bridge collapses. The triggering creature(s) fall into the river below, taking no damage from the fall itself due to the deep water, but taking 2d8+5 bludgeoning damage (DC 21 basic Reflex save) from falling debris. For 1 round after the collapse, the waters below the bridge churn violently, requiring a DC 20 Athletics check to Swim.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=273","weakness":{}}},{"_index":"aon18","_id":"hazard-274","_score":4.0463834,"_source":{"ac":13,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 17 Survival to carefully navigate the plant and pull aside or cut away the nettles","exclude_from_search":false,"fortitude_save":10,"hazard_type":"Environmental","id":"hazard-274","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Stinging Nettles](/Hazards.aspx?ID=274)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Plant\" url=\"/Traits.aspx?ID=125\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 77</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis bright green plant has long triangular leaves covered with fine hair-like stingers.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 17\r\n\r\n**Disable**\r\nDC 17 [Survival](/Skills.aspx?ID=16) to carefully navigate the plant and pull aside or cut away the nettles\n\n<column gap=\"tiny\">\r\n\r\n**AC** 13, **Fort** +10, **Ref** +4\n\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Sting** <actions string=\"Reaction\" /> ([poison](/Traits.aspx?ID=126)) **Trigger** A creature touches the stinging nettles or moves through a square containing stinging nettles; **Effect** The triggering creature must attempt a DC 17 Fortitude save if they're walking through the square or a DC 20 Fortitude save if they touched the nettles.\r\n\r\n**Critical Success** The creature avoids being stung by the plant's nettles.<br />\r\n**Success** The creature is [sickened 1](/Conditions.aspx?ID=34) by the pain caused by brief contact with the nettles.<br />\r\n**Failure** The creature is sickened 1 by the pain caused by contact with the nettles and is also [clumsy 1](/Conditions.aspx?ID=3) for 8 hours from the lingering pain.<br />\r\n**Critical Failure** The creature is sickened 2 by the pain caused by contact with the nettles and is also clumsy 1 for 24 hours from the lingering pain.","name":"Stinging Nettles","rarity":"common","reflex_save":4,"release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Plant\" url=\"/Traits.aspx?ID=125\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 77</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis bright green plant has long triangular leaves covered with fine hair-like stingers.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 77"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 77</row>","speed":{},"stealth":"DC 17","summary":"This bright green plant has long triangular leaves covered with fine hair-like stingers.","summary_markdown":"This bright green plant has long triangular leaves covered with fine hair-like stingers.","text":" Stinging Nettles Source Kingmaker Adventure Path pg. 77 Complexity Simple This bright green plant has long triangular leaves covered with fine hair-like stingers. --- Stealth DC 17 Disable DC 17 Survival to carefully navigate the plant and pull aside or cut away the nettles AC 13, Fort +10, Ref +4 Immunities critical hits, object immunities, precision damage Sting Reaction (poison) Trigger A creature touches the stinging nettles or moves through a square containing stinging nettles; Effect The triggering creature must attempt a DC 17 Fortitude save if they're walking through the square or a DC 20 Fortitude save if they touched the nettles. Critical Success The creature avoids being stung by the plant's nettles. Success The creature is sickened 1 by the pain caused by brief contact with the nettles. Failure The creature is sickened 1 by the pain caused by contact with the nettles and is also clumsy 1 for 8 hours from the lingering pain. Critical Failure The creature is sickened 2 by the pain caused by contact with the nettles and is also clumsy 1 for 24 hours from the lingering pain.","trait":["Environmental","Plant"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Plant](/Traits.aspx?ID=125)","trait_raw":["Environmental","Plant"],"type":"Hazard","url":"/Hazards.aspx?ID=274","weakness":{}}},{"_index":"aon18","_id":"hazard-275","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 15 Crafting or DC 18 Thievery to secure the bridge in place.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-275","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Dropping Web Trap](/Hazards.aspx?ID=275)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 88</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA 30-foot-wide rope bridge spans a 30-foot-deep chasm between two crags on the mountainside.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 21 (expert)\r\n\r\n**Disable**\r\nDC 15 [Crafting](/Skills.aspx?ID=4) or DC 18 [Thievery](/Skills.aspx?ID=17) to secure the bridge in place.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** One Large, two Medium, or three Small creatures move onto the rope bridge; **Effect** The bridge collapses and creatures on the bridge fall 30 feet, taking 15 points of bludgeoning damage. The triggering creatures can attempt a DC 18 Reflex save to [Grab an Edge](/Actions.aspx?ID=95) to avoid falling.\n\n---\r\n**Reset**\r\n1 hour.","name":"Dropping Web Trap","rarity":"common","release_date":"2022-10-26","reset":"1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 88</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA 30-foot-wide rope bridge spans a 30-foot-deep chasm between two crags on the mountainside.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 88"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 88</row>","speed":{},"stealth":"DC 21 (expert)","summary":"A 30-foot-wide rope bridge spans a 30-foot-deep chasm between two crags on the mountainside.","summary_markdown":"A 30-foot-wide rope bridge spans a 30-foot-deep chasm between two crags on the mountainside.","text":" Dropping Web Trap Source Kingmaker Adventure Path pg. 88 Complexity Simple A 30-foot-wide rope bridge spans a 30-foot-deep chasm between two crags on the mountainside. --- Stealth DC 21 (expert) Disable DC 15 Crafting or DC 18 Thievery to secure the bridge in place. Collapse Reaction Trigger One Large, two Medium, or three Small creatures move onto the rope bridge; Effect The bridge collapses and creatures on the bridge fall 30 feet, taking 15 points of bludgeoning damage. The triggering creatures can attempt a DC 18 Reflex save to Grab an Edge to avoid falling. --- Reset 1 hour.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=275","weakness":{}}},{"_index":"aon18","_id":"hazard-276","_score":4.0463834,"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 Nature or Survival (expert) to harvest the plant's pollen without disturbing the blossoms.","exclude_from_search":false,"fortitude_save":27,"hazard_type":"Environmental","hp":120,"hp_raw":"120 (BT 60)","id":"hazard-276","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Azure Lilies](/Hazards.aspx?ID=276)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 100</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe azure lilies expel a burst of toxic pollen.\r\n\r\n---\r\n\r\n**Stealth**\r\n+30 (expert)\r\n\r\n**Disable**\r\nDC 33 [Nature](/Skills.aspx?ID=10) or [Survival](/Skills.aspx?ID=16) (expert) to harvest the plant's pollen without disturbing the blossoms.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +27, **Ref** +25\n\n**HP**\r\n120 (BT 60)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Pollen Burst** <actions string=\"Reaction\" /> ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [poison](/Traits.aspx?ID=126)); **Trigger** The lily patch is disturbed; **Effect** The pollen erupts in a 30-foot-radius burst. Any living creature in the burst must attempt a DC 30 Will save, though creatures with the [plant](/Traits.aspx?ID=125) trait are immune.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes 6d6 mental damage as the pollen causes wracking headaches and jolts of pain.<br />\r\n**Failure** The creature takes 12d6 mental damage and is [confused](/Conditions.aspx?ID=5) for 1 minute. The creature can attempt a new save at the end of each of its turns to end the confusion early.<br />\r\n**Critical Failure** The creature takes 20d6 mental damage and is confused for 1 minute, with no save to end the confusion early.\n\n---\r\n**Reset**\r\n1 month.","name":"Azure Lilies","rarity":"rare","reflex_save":25,"release_date":"2022-10-26","reset":"1 month.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 100</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe azure lilies expel a burst of toxic pollen.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 100"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 100</row>","speed":{},"spoilers":"Kingmaker","stealth":"+30 (expert)","summary":"The azure lilies expel a burst of toxic pollen.","summary_markdown":"The azure lilies expel a burst of toxic pollen.","text":" Azure Lilies Source Kingmaker Adventure Path pg. 100 Complexity Simple The azure lilies expel a burst of toxic pollen. --- Stealth +30 (expert) Disable DC 33 Nature or Survival (expert) to harvest the plant's pollen without disturbing the blossoms. AC 30, Fort +27, Ref +25 HP 120 (BT 60) Immunities critical hits, object immunities, precision damage Pollen Burst Reaction (emotion, enchantment, mental, poison); Trigger The lily patch is disturbed; Effect The pollen erupts in a 30-foot-radius burst. Any living creature in the burst must attempt a DC 30 Will save, though creatures with the plant trait are immune. Critical Success The creature is unaffected. Success The creature takes 6d6 mental damage as the pollen causes wracking headaches and jolts of pain. Failure The creature takes 12d6 mental damage and is confused for 1 minute. The creature can attempt a new save at the end of each of its turns to end the confusion early. Critical Failure The creature takes 20d6 mental damage and is confused for 1 minute, with no save to end the confusion early. --- Reset 1 month.","trait":["Environmental","Rare"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Rare](/Traits.aspx?ID=137)","trait_raw":["Environmental","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=276","weakness":{}}},{"_index":"aon18","_id":"hazard-277","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 23 (expert) to disarm the trap's sensors in the chamber floor, or dispel magic (3rd level; counteract DC 23) to counteract the faces. Breaking one of the faces on the walls reduces the trap's save DC, attack rolls, and its total actions by 1 per broken face; if all four faces are destroyed, the trap is disabled.","exclude_from_search":false,"fortitude_save":15,"hardness":12,"hardness_raw":"12 Face Hardness","hazard_type":"Trap","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-277","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Breath of Despair](/Hazards.aspx?ID=277)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 133</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe faces carved on the wall appear to inhale, then exhale slithering tendrils of darkness to harm those who would despoil the tomb.\r\n\r\n---\r\n\r\n**Stealth**\r\n+13 (trained)\r\n\r\n**Disable**\r\nThievery DC 23 (expert) to disarm the trap's sensors in the chamber floor, or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; counteract DC 23) to counteract the faces. Breaking one of the faces on the walls reduces the trap's save DC, attack rolls, and its total actions by 1 per broken face; if all four faces are destroyed, the trap is disabled.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +15, **Ref** +9\r\n\r\n**Face Hardness**\r\n12\r\n\r\n**Face HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Draining Inhalation** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** A non-flying living creature moves more than 10 feet into area **C2**; **Effect** Each face inhales then exhales, and all living creatures in area **C2** feel their strength and vitality being drawn out of them as tendrils of shadow from the faces latch onto their bodies. Each creature must succeed at a DC 22 Fortitude save or become [enfeebled](/Conditions.aspx?ID=13) 1 (enfeebled 2 on a critical failure).\n\n---\r\n**Routine**\r\n(4 actions) The trap loses 1 action per disabled face each turn. On each action, a different face spews a writhing breath of darkness from its mouth to a target in area C2. A creature can only be targeted once per round by the despairing breath, so if fewer than four creatures are in the room, the trap won't be able to take full advantage of all four of its actions. <br />**Ranged** despairing breath +17 ([fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)), **Damage** 2d8+7 mental damage; no multiple attack penalty. A creature damaged by the despairing breath must succeed at a DC 22 Will save or become [frightened](/Conditions.aspx?ID=19) 1 (or [fleeing](/Conditions.aspx?ID=17) 1 on a critical failure); this effect has the [fear](/Traits.aspx?ID=68) trait.\r\n\r\n---\r\n**Reset**\r\nThe trap resets after 1 minute.","name":"Breath of Despair","rarity":"common","reflex_save":9,"release_date":"2022-10-26","reset":"The trap resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 133</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe faces carved on the wall appear to inhale, then exhale slithering tendrils of darkness to harm those who would despoil the tomb.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 133"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 133</row>","speed":{},"stealth":"+13 (trained)","summary":"The faces carved on the wall appear to inhale, then exhale slithering tendrils of darkness to harm those who would despoil the tomb.","summary_markdown":"The faces carved on the wall appear to inhale, then exhale slithering tendrils of darkness to harm those who would despoil the tomb.","text":" Breath of Despair Source Kingmaker Adventure Path pg. 133 Complexity Complex The faces carved on the wall appear to inhale, then exhale slithering tendrils of darkness to harm those who would despoil the tomb. --- Stealth +13 (trained) Disable Thievery DC 23 (expert) to disarm the trap's sensors in the chamber floor, or dispel magic (3rd level; counteract DC 23) to counteract the faces. Breaking one of the faces on the walls reduces the trap's save DC, attack rolls, and its total actions by 1 per broken face; if all four faces are destroyed, the trap is disabled. AC 22, Fort +15, Ref +9 Face Hardness 12 Face HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Draining Inhalation Reaction (divine, necromancy) Trigger A non-flying living creature moves more than 10 feet into area C2 ; Effect Each face inhales then exhales, and all living creatures in area C2 feel their strength and vitality being drawn out of them as tendrils of shadow from the faces latch onto their bodies. Each creature must succeed at a DC 22 Fortitude save or become enfeebled 1 (enfeebled 2 on a critical failure). --- Routine (4 actions) The trap loses 1 action per disabled face each turn. On each action, a different face spews a writhing breath of darkness from its mouth to a target in area C2. A creature can only be targeted once per round by the despairing breath, so if fewer than four creatures are in the room, the trap won't be able to take full advantage of all four of its actions. Ranged despairing breath +17 (fear, mental), Damage 2d8+7 mental damage; no multiple attack penalty. A creature damaged by the despairing breath must succeed at a DC 22 Will save or become frightened 1 (or fleeing 1 on a critical failure); this effect has the fear trait. --- Reset The trap resets after 1 minute.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=277","weakness":{}}},{"_index":"aon18","_id":"hazard-278","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 45 Occultism (master) to inscribe eldritch warding sigils on the stones of the tower (this is an activity that takes 1 hour to perform) or defeat the Thresholder influence in the chambers below (as detailed in Chapter 9)","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-278","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Dread Aura](/Hazards.aspx?ID=278)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 144</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe disturbing sensation of being watched, of having attracted the unwanted attention of something unimaginably powerful, or knowing the eerie conviction that unseen stars in the sky above might be looking down upon this spot grows increasingly overwhelming.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 42 (master)\r\n\r\n**Disable**\r\nDC 45 Occultism (master) to inscribe eldritch warding sigils on the stones of the tower (this is an activity that takes 1 hour to perform) or defeat the Thresholder influence in the chambers below (as detailed in Chapter 9)\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Unsettling Attention** <actions string=\"Reaction\" /> ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature ends its turn within the ruins of the tower or the chambers below while not currently being affected by the Dread Aura; **Effect** The creature feels as if its presence in the area has attracted the attention of something powerful and must attempt a DC 37 Will save.\r\n\r\n**Critical Success** The creature is unaffected and is immune to the Dread Aura forever.<br />\r\n**Success** The creature is unaffected and is immune to the Dread Aura for 24 hours.<br />\r\n**Failure** The creature becomes unsettled and suffers a 2 penalty to all saves against fear effects as long as they remain within the hex containing Candlemere.<br />\r\n**Critical Failure** As failure, but each time the creature becomes frightened or flees, the fear is physically enervating, and the creature is also [enfeebled](/Conditions.aspx?ID=13) 1 as long as they remain [frightened](/Conditions.aspx?ID=19) or [fleeing](/Conditions.aspx?ID=17).","name":"Dread Aura","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 144</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe disturbing sensation of being watched, of having attracted the unwanted attention of something unimaginably powerful, or knowing the eerie …\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 144"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 144</row>","speed":{},"stealth":"DC 42 (master)","summary":"The disturbing sensation of being watched, of having attracted the unwanted attention of something unimaginably powerful, or knowing the eerie …","summary_markdown":"The disturbing sensation of being watched, of having attracted the unwanted attention of something unimaginably powerful, or knowing the eerie …","text":" Dread Aura Source Kingmaker Adventure Path pg. 144 Complexity Simple The disturbing sensation of being watched, of having attracted the unwanted attention of something unimaginably powerful, or knowing the eerie conviction that unseen stars in the sky above might be looking down upon this spot grows increasingly overwhelming. --- Stealth DC 42 (master) Disable DC 45 Occultism (master) to inscribe eldritch warding sigils on the stones of the tower (this is an activity that takes 1 hour to perform) or defeat the Thresholder influence in the chambers below (as detailed in Chapter 9) Unsettling Attention Reaction (emotion, enchantment, fear, mental, occult) Trigger A creature ends its turn within the ruins of the tower or the chambers below while not currently being affected by the Dread Aura; Effect The creature feels as if its presence in the area has attracted the attention of something powerful and must attempt a DC 37 Will save. Critical Success The creature is unaffected and is immune to the Dread Aura forever. Success The creature is unaffected and is immune to the Dread Aura for 24 hours. Failure The creature becomes unsettled and suffers a 2 penalty to all saves against fear effects as long as they remain within the hex containing Candlemere. Critical Failure As failure, but each time the creature becomes frightened or flees, the fear is physically enervating, and the creature is also enfeebled 1 as long as they remain frightened or fleeing.","trait":["Environmental","Magical"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103)","trait_raw":["Environmental","Magical"],"type":"Hazard","url":"/Hazards.aspx?ID=278","weakness":{}}},{"_index":"aon18","_id":"hazard-279","_score":4.0463834,"_source":{"ac":24,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 25 Thievery (trained) to lock the portcullis","exclude_from_search":false,"fortitude_save":17,"hardness":14,"hardness_raw":"14","hazard_type":"Trap","hp":56,"hp_raw":"56 (BT 28)","id":"hazard-279","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Falling Portcullis](/Hazards.aspx?ID=279)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 149</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA tripline under the arch causes the keep's portcullis to slam down, sealing the entrance and alerting the denizens of the keep to the intruder's presence.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (trained)\r\n\r\n**Disable**\r\nDC 25 Thievery (trained) to lock the portcullis\n\n<column gap=\"tiny\">\r\n\r\n**AC** 24, **Fort** +17, **Ref** +11\r\n\r\n**Hardness**\r\n14\r\n\r\n**HP**\r\n56 (BT 28)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Falling Portcullis** <actions string=\"Reaction\" /> **Trigger** The trip wire is pulled or severed (typically by a person walking through the archway into area **G2**); Effect The portcullis comes crashing down, sealing the entrance and alerting the denizens of the keep to the intruder's presence. Any creature passing under the portcullis or standing below it must attempt a DC 27 Reflex save. Once it falls, the portcullis can be lifted with a DC 30 Athletics check to Force it Open, or via the winch in area **G2**.\r\n\r\n**Critical Success** The creature dodges aside into an adjacent square (the player chooses which square they end up in).<br />\r\n**Success** As critical success, but the creature takes a glancing blow from the falling portcullis and takes 2d8 bludgeoning damage.<br />\r\n**Failure** As critical success, but the creature takes a solid blow from the falling portcullis and takes 4d8+18 bludgeoning damage.<br />\r\n**Critical Failure** The portcullis lands squarely on the creature, inflicting 6d8+18 piercing damage and [immobilizing](/Conditions.aspx?ID=24) them. A Medium or smaller creature is also knocked prone.","name":"Falling Portcullis","rarity":"common","reflex_save":11,"release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 149</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA tripline under the arch causes the keep's portcullis to slam down, sealing the entrance and alerting the denizens of the keep to the intruder's …\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 149"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 149</row>","speed":{},"stealth":"DC 25 (trained)","summary":"A tripline under the arch causes the keep's portcullis to slam down, sealing the entrance and alerting the denizens of the keep to the intruder's …","summary_markdown":"A tripline under the arch causes the keep's portcullis to slam down, sealing the entrance and alerting the denizens of the keep to the intruder's …","text":" Falling Portcullis Source Kingmaker Adventure Path pg. 149 Complexity Simple A tripline under the arch causes the keep's portcullis to slam down, sealing the entrance and alerting the denizens of the keep to the intruder's presence. --- Stealth DC 25 (trained) Disable DC 25 Thievery (trained) to lock the portcullis AC 24, Fort +17, Ref +11 Hardness 14 HP 56 (BT 28) Immunities critical hits, object immunities, precision damage Falling Portcullis Reaction Trigger The trip wire is pulled or severed (typically by a person walking through the archway into area G2 ); Effect The portcullis comes crashing down, sealing the entrance and alerting the denizens of the keep to the intruder's presence. Any creature passing under the portcullis or standing below it must attempt a DC 27 Reflex save. Once it falls, the portcullis can be lifted with a DC 30 Athletics check to Force it Open, or via the winch in area G2 . Critical Success The creature dodges aside into an adjacent square (the player chooses which square they end up in). Success As critical success, but the creature takes a glancing blow from the falling portcullis and takes 2d8 bludgeoning damage. Failure As critical success, but the creature takes a solid blow from the falling portcullis and takes 4d8+18 bludgeoning damage. Critical Failure The portcullis lands squarely on the creature, inflicting 6d8+18 piercing damage and immobilizing them. A Medium or smaller creature is also knocked prone.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=279","weakness":{}}},{"_index":"aon18","_id":"hazard-280","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival DC 28 (expert) to find a path through the Grand Hall that doesn't disturb the undergrowth","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-280","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Phantasmagoric Fog Trap](/Hazards.aspx?ID=280)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 152</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nCloying violet mist billows from the undergrowth, filling the heads of any creatures inside with maddening visions of dark moonless nights, twisted malignant trees, and steaming rivers of blood.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\nSurvival DC 28 (expert) to find a path through the Grand Hall that doesn't disturb the undergrowth\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Billow Mists** <actions string=\"Reaction\" /> ([mental](/Traits.aspx?ID=106)); **Trigger** A creature moves through the undergrowth; **Effect** One round later, the hall fills with violet fog that imposes a 2 circumstance penalty to Perception checks to all creatures within it and exposes anyone who enters it to phantasmagoric fog.<br /> **Phantasmagoric Fog** ([inhaled](/Traits.aspx?ID=96), [poison](/Traits.aspx?ID=126)); **Saving Throw** DC 24 Will; **Maximum Duration** 6 rounds; **Stage 1**stupefied 1 (1 round); **Stage 2** confused and stupefied 1 (1 round); **Stage 3** confused and stupefied 2 (1 round).\n\n---\r\n**Reset**\r\nThe trap resets after 1 hour.","name":"Phantasmagoric Fog Trap","rarity":"rare","release_date":"2022-10-26","reset":"The trap resets after 1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 152</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCloying violet mist billows from the undergrowth, filling the heads of any creatures inside with maddening visions of dark moonless nights, twisted …\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 152"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 152</row>","speed":{},"spoilers":"Kingmaker","stealth":"DC 25 (expert)","summary":"Cloying violet mist billows from the undergrowth, filling the heads of any creatures inside with maddening visions of dark moonless nights, twisted …","summary_markdown":"Cloying violet mist billows from the undergrowth, filling the heads of any creatures inside with maddening visions of dark moonless nights, twisted …","text":" Phantasmagoric Fog Trap Source Kingmaker Adventure Path pg. 152 Complexity Simple Cloying violet mist billows from the undergrowth, filling the heads of any creatures inside with maddening visions of dark moonless nights, twisted malignant trees, and steaming rivers of blood. --- Stealth DC 25 (expert) Disable Survival DC 28 (expert) to find a path through the Grand Hall that doesn't disturb the undergrowth Billow Mists Reaction (mental); Trigger A creature moves through the undergrowth; Effect One round later, the hall fills with violet fog that imposes a 2 circumstance penalty to Perception checks to all creatures within it and exposes anyone who enters it to phantasmagoric fog. Phantasmagoric Fog (inhaled, poison); Saving Throw DC 24 Will; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 confused and stupefied 1 (1 round); Stage 3 confused and stupefied 2 (1 round). --- Reset The trap resets after 1 hour.","trait":["Magical","Rare","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=280","weakness":{}}},{"_index":"aon18","_id":"hazard-281","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Yanking the cloth away is a simple way to expose the danger to allow someone to merely avoid it by walking around its edges, but it cannot be quickly disabled.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-281","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Camouflaged Spiked Pit](/Hazards.aspx?ID=281)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 257</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA 20-foot deep, funnel-shaped pit with dozens of wooden spikes lining its walls.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 31 (expert)\r\n\r\n**Disable**\r\nYanking the cloth away is a simple way to expose the danger to allow someone to merely avoid it by walking around its edges, but it cannot be quickly disabled.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Spiked Pitall** <actions string=\"Reaction\" /> **Trigger** A creature walks onto one of the pits; **Effect** The triggering creature falls and rolls through several spikes as it slides to the bottom. This inflicts 5 bludgeoning damage from the fall itself down the steep slope (the falling PC can't attempt to [Grab an Edge](/Actions.aspx?ID=95) due to the lack of defined edges to the pit's walls), but the falling PC must also attempt a DC 26 Reflex save.\r\n\r\n**Critical Success** The character avoids all of the spikes and takes no additional damage.<br />\r\n**Success** The character takes 2d10+11 piercing damage from the spikes.<br />\r\n**Failure** The character takes 4d10+22 piercing damage from the spikes.<br />\r\n**Critical Failure** The character takes 4d10+22 piercing damage from the spikes plus 2d6 [bleed](/Conditions.aspx?ID=29)damage. While the character is taking this bleed damage, they are also sickened 2 from the pain.\n\n---\r\n**Reset**\r\nCreatures can still fall into the trap once it has been exposed, but the camouflaged cover must be reset manually for the trap to become hidden again.","name":"Camouflaged Spiked Pit","rarity":"common","release_date":"2022-10-26","reset":"Creatures can still fall into the trap once it has been exposed, but the camouflaged cover must be reset manually for the trap to become hidden again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 257</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA 20-foot deep, funnel-shaped pit with dozens of wooden spikes lining its walls.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 257"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 257</row>","speed":{},"stealth":"DC 31 (expert)","summary":"A 20-foot deep, funnel-shaped pit with dozens of wooden spikes lining its walls.","summary_markdown":"A 20-foot deep, funnel-shaped pit with dozens of wooden spikes lining its walls.","text":" Camouflaged Spiked Pit Source Kingmaker Adventure Path pg. 257 Complexity Simple A 20-foot deep, funnel-shaped pit with dozens of wooden spikes lining its walls. --- Stealth DC 31 (expert) Disable Yanking the cloth away is a simple way to expose the danger to allow someone to merely avoid it by walking around its edges, but it cannot be quickly disabled. Spiked Pitall Reaction Trigger A creature walks onto one of the pits; Effect The triggering creature falls and rolls through several spikes as it slides to the bottom. This inflicts 5 bludgeoning damage from the fall itself down the steep slope (the falling PC can't attempt to Grab an Edge due to the lack of defined edges to the pit's walls), but the falling PC must also attempt a DC 26 Reflex save. Critical Success The character avoids all of the spikes and takes no additional damage. Success The character takes 2d10+11 piercing damage from the spikes. Failure The character takes 4d10+22 piercing damage from the spikes. Critical Failure The character takes 4d10+22 piercing damage from the spikes plus 2d6 bleeddamage. While the character is taking this bleed damage, they are also sickened 2 from the pain. --- Reset Creatures can still fall into the trap once it has been exposed, but the camouflaged cover must be reset manually for the trap to become hidden again.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=281","weakness":{}}},{"_index":"aon18","_id":"hazard-282","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Diplomacy DC 27 (trained) to calm the lingering essence, Religion DC 23 (expert) to perform the required obeisance, or Thievery DC 30 (expert) to disrupt and redirect the essence harmlessly.","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-282","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[The Power of Faith](/Hazards.aspx?ID=282)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 203</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe lingering essence of the dwarven worshippers who established this shrine demand deference to Torag and punish those who don't offer it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 27 (expert) to hear whispered prayers in Dwarven to Troag\r\n\r\n**Disable**\r\nDiplomacy DC 27 (trained) to calm the lingering essence, Religion DC 23 (expert) to perform the required obeisance, or Thievery DC 30 (expert) to disrupt and redirect the essence harmlessly.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Prostrate** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [illusion](/Traits.aspx?ID=92), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106)); Trigger A creature moves more than 10 feet into the room. Effect A great weight settles on all creatures in area A4, and they must attempt a DC 25 Will save.\r\n\r\n**Critical Success** The creature is unaffected by the haunt and is temporarily immune to it for 24 hours.<br />\r\n**Success** The creature feels pressed down by the weight— it takes a 10-foot penalty to all its speeds for as long as it remains in the room.<br />\r\n**Failure** The creature is knocked [prone](/Conditions.aspx?ID=31).<br />\r\n**Critical Failure** The creature is knocked [prone](/Conditions.aspx?ID=31) and [immobilized](/Conditions.aspx?ID=24) for 1 round.\r\n\r\n---\r\n**Routine**\r\n(3 actions; [divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) Ghostly images of chanting dwarves float through the room, drifting between the creatures in the chamber. As they float, they use their 3 actions to target up to three different creatures in the room, touching their brows and filling that person's head with overwhelming but entirely mental choirs exalting the glory of Torag. The haunt targets [prone](/Conditions.aspx?ID=31) creatures before other creatures, and a single creature cannot be targeted more than once per round. A targeted creature must attempt a DC 25 Will save; prone creatures take a 2 penalty on this saving throw.<br /> **Critical Success** The creature is unaffected.<br /> **Success** The creature takes 1d10 mental damage from the cacophonous choir in their head.<br /> **Failure** The creature takes 2d10+9 mental damage from the cacophonous choir in their head.<br /> **Critical Failure** The creature takes 3d10+18 mental damage from the cacophonous choir in their head and is knocked prone.\r\n\r\n---\r\n**Reset**\r\nThe haunt deactivates as soon as no living creatures are in area A4, then resets after 1 hour has passed. It can be permanently destroyed by clearing the fortress of all creatures that don't follow Torag and rededicating it to the god with a [consecrate](/Rituals.aspx?ID=8) ritual.","name":"The Power of Faith","rarity":"unique","release_date":"2022-10-26","reset":"The haunt deactivates as soon as no living creatures are in area A4, then resets after 1 hour has passed. It can be permanently destroyed by clearing the fortress of all creatures that don't follow Torag and rededicating it to the god with a <%RITUALS%8%%>consecrate<%END> ritual.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 203</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe lingering essence of the dwarven worshippers who established this shrine demand deference to Torag and punish those who don't offer it.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 203"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 203</row>","speed":{},"spoilers":"Kingmaker","stealth":"DC 27 (expert) to hear whispered prayers in Dwarven to Troag","summary":"The lingering essence of the dwarven worshippers who established this shrine demand deference to Torag and punish those who don't offer it.","summary_markdown":"The lingering essence of the dwarven worshippers who established this shrine demand deference to Torag and punish those who don't offer it.","text":" The Power of Faith Source Kingmaker Adventure Path pg. 203 Complexity Complex The lingering essence of the dwarven worshippers who established this shrine demand deference to Torag and punish those who don't offer it. --- Stealth DC 27 (expert) to hear whispered prayers in Dwarven to Troag Disable Diplomacy DC 27 (trained) to calm the lingering essence, Religion DC 23 (expert) to perform the required obeisance, or Thievery DC 30 (expert) to disrupt and redirect the essence harmlessly. Prostrate Reaction (divine, emotion, fear, illusion, incapacitation, mental); Trigger A creature moves more than 10 feet into the room. Effect A great weight settles on all creatures in area A4, and they must attempt a DC 25 Will save. Critical Success The creature is unaffected by the haunt and is temporarily immune to it for 24 hours. Success The creature feels pressed down by the weight— it takes a 10-foot penalty to all its speeds for as long as it remains in the room. Failure The creature is knocked prone. Critical Failure The creature is knocked prone and immobilized for 1 round. --- Routine (3 actions; divine, enchantment, mental) Ghostly images of chanting dwarves float through the room, drifting between the creatures in the chamber. As they float, they use their 3 actions to target up to three different creatures in the room, touching their brows and filling that person's head with overwhelming but entirely mental choirs exalting the glory of Torag. The haunt targets prone creatures before other creatures, and a single creature cannot be targeted more than once per round. A targeted creature must attempt a DC 25 Will save; prone creatures take a 2 penalty on this saving throw. Critical Success The creature is unaffected. Success The creature takes 1d10 mental damage from the cacophonous choir in their head. Failure The creature takes 2d10+9 mental damage from the cacophonous choir in their head. Critical Failure The creature takes 3d10+18 mental damage from the cacophonous choir in their head and is knocked prone. --- Reset The haunt deactivates as soon as no living creatures are in area A4, then resets after 1 hour has passed. It can be permanently destroyed by clearing the fortress of all creatures that don't follow Torag and rededicating it to the god with a consecrate ritual.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=282","weakness":{}}},{"_index":"aon18","_id":"hazard-283","_score":4.0463834,"_source":{"ac":27,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Nature DC 24 (expert) three times to empathize with the bestial spirits that comprise the haunt and to calm them, or Religion DC 28 (expert) two times to exorcise the haunt and disperse its energy.","exclude_from_search":false,"fortitude_save":12,"hazard_type":"Haunt","hp":66,"hp_raw":"66, negative healing","id":"hazard-283","immunity":["critical hits","precision damage"],"immunity_markdown":"critical hits, precision damage","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Endless Struggle](/Hazards.aspx?ID=283)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 212</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nVicious spirits of the two owlbears, Eirikk, and the rest of the bandits rise and resume their final battle.\r\n\r\n---\r\n\r\n**Stealth**\r\n+18 (expert)\r\n\r\n**Disable**\r\nNature DC 24 (expert) three times to empathize with the bestial spirits that comprise the haunt and to calm them, or Religion DC 28 (expert) two times to exorcise the haunt and disperse its energy.\r\n\r\n**Alignment** CE\r\n\r\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +12, **Ref** +12, **Will** +18\n\n**HP**\r\n66, negative healing\r\n\r\n**Immunities**\r\ncritical hits, precision damage\r\n\r\n**Weaknesses**\r\npositive 10\r\n\r\n**Resistances**\r\nall 10 (except [force](/Traits.aspx?ID=75), [ghost touch](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance vs. non-magical)\r\n\r\n</column>\r\n\r\n**Spectral Uprising** <actions string=\"Reaction\" /> **Trigger** More than three Small or larger living creatures are in area **B7** at the end of a turn. **Effect** Spectral figures of the bandits and owlbears manifest in a sudden and overwhelming battle of endless violence. All living creatures in area **B7** must make a successful DC 28 Will save or become [frightened](/Conditions.aspx?ID=19) 1 (frightened 3 on a critical failure).\n\n---\r\n**Routine**\r\n(3 actions; [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) The spectral violence churns and flashes through the room, targeting three separate creatures with ghostly claws, beaks, swords, and arrows. At the end of the haunt's turn, it takes its Spectral Uprising reaction.<br /> **Melee** ghostly attack +20, **Damage** 2d10+7 negative plus 1d6 bleed\r\n\r\n---\r\n**Reset**\r\nThe haunt resets after 24 hours; it can be permanently destroyed if it is either disabled or destroyed after the Beast itself has been slain.","name":"Endless Struggle","rarity":"unique","reflex_save":12,"release_date":"2022-10-26","reset":"The haunt resets after 24 hours; it can be permanently destroyed if it is either disabled or destroyed after the Beast itself has been slain.","resistance":{"acid":10,"all":10,"area":10,"bleed":10,"bludgeoning":10,"chaotic":10,"cold":10,"cold_iron":10,"electricity":10,"evil":10,"fire":10,"good":10,"lawful":10,"mental":10,"negative":10,"orichalcum":10,"physical":10,"piercing":10,"poison":10,"precision":10,"silver":10,"slashing":10,"sonic":10,"splash":10},"resistance_markdown":"all 10 (except [force](/Traits.aspx?ID=75), [ghost touch](/Equipment.aspx?ID=297), or [positive](/Traits.aspx?ID=128); double resistance vs. non-magical)","resistance_raw":"all 10 (except force , ghost touch , or positive ; double resistance vs. non-magical)","search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 212</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nVicious spirits of the two owlbears, Eirikk, and the rest of the bandits rise and resume their final battle.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 212"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 212</row>","speed":{},"spoilers":"Kingmaker","stealth":"+18 (expert)","summary":"Vicious spirits of the two owlbears, Eirikk, and the rest of the bandits rise and resume their final battle.","summary_markdown":"Vicious spirits of the two owlbears, Eirikk, and the rest of the bandits rise and resume their final battle.","text":" Endless Struggle Source Kingmaker Adventure Path pg. 212 Complexity Complex Vicious spirits of the two owlbears, Eirikk, and the rest of the bandits rise and resume their final battle. --- Stealth +18 (expert) Disable Nature DC 24 (expert) three times to empathize with the bestial spirits that comprise the haunt and to calm them, or Religion DC 28 (expert) two times to exorcise the haunt and disperse its energy. Alignment CE AC 27, Fort +12, Ref +12, Will +18 HP 66, negative healing Immunities critical hits, precision damage Weaknesses positive 10 Resistances all 10 (except force, ghost touch, or positive; double resistance vs. non-magical) Spectral Uprising Reaction Trigger More than three Small or larger living creatures are in area B7 at the end of a turn. Effect Spectral figures of the bandits and owlbears manifest in a sudden and overwhelming battle of endless violence. All living creatures in area B7 must make a successful DC 28 Will save or become frightened 1 (frightened 3 on a critical failure). --- Routine (3 actions; emotion, fear, mental) The spectral violence churns and flashes through the room, targeting three separate creatures with ghostly claws, beaks, swords, and arrows. At the end of the haunt's turn, it takes its Spectral Uprising reaction. Melee ghostly attack +20, Damage 2d10+7 negative plus 1d6 bleed --- Reset The haunt resets after 24 hours; it can be permanently destroyed if it is either disabled or destroyed after the Beast itself has been slain.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=283","weakness":{"positive":10},"weakness_markdown":"positive 10","weakness_raw":"positive 10","will_save":18}},{"_index":"aon18","_id":"hazard-284","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 26 (this increases to DC 30 once the trap is activated) to disable one of the 12 trapdoors and seal it shut; disabling all 12 of the trapdoors completely deactivates the trap, but a critical failure on any attempt causes the trap to trigger; Thievery DC 24 to disable one of the watertight portcullises and prevent it from falling; magic such as shape stone or wall of stone or even lock can also be used to disable portions of this deadly trap at the GM's discretion","exclude_from_search":false,"fortitude_save":23,"hardness":16,"hardness_raw":"16 Portcullis Hardness","hazard_type":"Trap","hp":70,"hp_raw":"70 (BT 35)","id":"hazard-284","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Flooding Room](/Hazards.aspx?ID=284)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 276</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nWhen the western secret door is opened or any of the trapdoors in the ceiling are forced open, the trap is triggered. As soon as this occurs, the portcullises to the east and west come crashing down, each consisting of solid iron sheets that form watertight seals. At the same time, the dozen 5-foot-wide trapdoors open in the ceiling. These holes are the mouths of winding tunnels that connect to a second pair of apertures on the submerged side of the island outside, allowing the waters of the Little Sellen River to plunge down into this room, possibly damaging or knocking prone those in the square portion of the room itself (but not in the adjoining hallway) and eventually flooding the entire chamber.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC +23 (master)\r\n\r\n**Disable**\r\nThievery DC 26 (this increases to DC 30 once the trap is activated) to disable one of the 12 trapdoors and seal it shut; disabling all 12 of the trapdoors completely deactivates the trap, but a critical failure on any attempt causes the trap to trigger; Thievery DC 24 to disable one of the watertight portcullises and prevent it from falling; magic such as [_shape stone_](/Spells.aspx?ID=276) or [_wall of stone_](/Spells.aspx?ID=365) or even [_lock_](/Spells.aspx?ID=174) can also be used to disable portions of this deadly trap at the GM's discretion\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +23, **Ref** +15\r\n\r\n**Portcullis Hardness**\r\n16\r\n\r\n**Portcullis HP**\r\n70 (BT 35)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Rushing Water** <actions string=\"Reaction\" /> **Trigger** The secret door to the west or any trapdoor is opened. **Effect** The 12 ceiling trapdoors open along with the two secret doors to the cyclops zombie alcoves, releasing river water and zombies into the room. Any creature standing in the central 40-by-40 foot section of the main room must attempt a DC 28 Reflex save; the trap then rolls initiative.\r\n\r\n**Critical Success** Success The creature takes no damage.<br />\r\n**Success** The creature takes 1d10+6 bludgeoning damage from the cascade of water.<br />\r\n**Failure** The creature takes 2d10+13 bludgeoning damage from the cascade of water.<br />\r\n**Critical Failure** The creature takes 2d10+13 bludgeoning damage from the cascade of falling water and is knocked [prone](/Conditions.aspx?ID=31).\r\n\r\n---\r\n**Routine**\r\n(12 actions) The trap loses 1 action for each of its 12 ceiling trapdoors that are disabled. On each of the trap's actions, it pours water into the room, filling it to a depth of one inch. If all 12 trapdoors are open, it thus fills the room at a rate of 1 foot per round. If one of the portcullises is breached, the trap fills the room at half the rate, and if both are breached, it fills at one quarter the rate. Once the cascade of water begins, it's easy enough for a PC to avoid the downpour, but any creature that deliberately enters the cascade is subjected to the trap's Rushing Water reaction. If a creature is struck by Rushing Water while already underwater, the result of its Reflex save is automatically improved one degree of success.<br /> The flooding ends and the trap deactivates once the area is filled to the ceiling—at this point, the water's surface is at the level of the river, and at the top of the stairs leading down from areas **D4** and **D6**. A Medium or smaller creature can try to [Swim](/Actions.aspx?ID=39) to freedom through one of the 5-foot-wide tunnels leading to the river from a trapdoor, but doing so requires navigating 200 feet of flooded tunnels.\r\n\r\n---\r\n**Reset**\r\nThe trap must be reset with a major engineering effort.","name":"Flooding Room","rarity":"unique","reflex_save":15,"release_date":"2022-10-26","reset":"The trap must be reset with a major engineering effort.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 276</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWhen the western secret door is opened or any of the trapdoors in the ceiling are forced open, the trap is triggered. As soon as this occurs, the …\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 276"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 276</row>","speed":{},"spoilers":"Kingmaker","stealth":"DC +23 (master)","summary":"When the western secret door is opened or any of the trapdoors in the ceiling are forced open, the trap is triggered. As soon as this occurs, the …","summary_markdown":"When the western secret door is opened or any of the trapdoors in the ceiling are forced open, the trap is triggered. As soon as this occurs, the …","text":" Flooding Room Source Kingmaker Adventure Path pg. 276 Complexity Complex When the western secret door is opened or any of the trapdoors in the ceiling are forced open, the trap is triggered. As soon as this occurs, the portcullises to the east and west come crashing down, each consisting of solid iron sheets that form watertight seals. At the same time, the dozen 5-foot-wide trapdoors open in the ceiling. These holes are the mouths of winding tunnels that connect to a second pair of apertures on the submerged side of the island outside, allowing the waters of the Little Sellen River to plunge down into this room, possibly damaging or knocking prone those in the square portion of the room itself (but not in the adjoining hallway) and eventually flooding the entire chamber. --- Stealth DC +23 (master) Disable Thievery DC 26 (this increases to DC 30 once the trap is activated) to disable one of the 12 trapdoors and seal it shut; disabling all 12 of the trapdoors completely deactivates the trap, but a critical failure on any attempt causes the trap to trigger; Thievery DC 24 to disable one of the watertight portcullises and prevent it from falling; magic such as shape stone or wall of stone or even lock can also be used to disable portions of this deadly trap at the GM's discretion AC 25, Fort +23, Ref +15 Portcullis Hardness 16 Portcullis HP 70 (BT 35) Immunities critical hits, object immunities, precision damage Rushing Water Reaction Trigger The secret door to the west or any trapdoor is opened. Effect The 12 ceiling trapdoors open along with the two secret doors to the cyclops zombie alcoves, releasing river water and zombies into the room. Any creature standing in the central 40-by-40 foot section of the main room must attempt a DC 28 Reflex save; the trap then rolls initiative. Critical Success Success The creature takes no damage. Success The creature takes 1d10+6 bludgeoning damage from the cascade of water. Failure The creature takes 2d10+13 bludgeoning damage from the cascade of water. Critical Failure The creature takes 2d10+13 bludgeoning damage from the cascade of falling water and is knocked prone. --- Routine (12 actions) The trap loses 1 action for each of its 12 ceiling trapdoors that are disabled. On each of the trap's actions, it pours water into the room, filling it to a depth of one inch. If all 12 trapdoors are open, it thus fills the room at a rate of 1 foot per round. If one of the portcullises is breached, the trap fills the room at half the rate, and if both are breached, it fills at one quarter the rate. Once the cascade of water begins, it's easy enough for a PC to avoid the downpour, but any creature that deliberately enters the cascade is subjected to the trap's Rushing Water reaction. If a creature is struck by Rushing Water while already underwater, the result of its Reflex save is automatically improved one degree of success. The flooding ends and the trap deactivates once the area is filled to the ceiling—at this point, the water's surface is at the level of the river, and at the top of the stairs leading down from areas D4 and D6 . A Medium or smaller creature can try to Swim to freedom through one of the 5-foot-wide tunnels leading to the river from a trapdoor, but doing so requires navigating 200 feet of flooded tunnels. --- Reset The trap must be reset with a major engineering effort.","trait":["Complex","Mechanical","Trap","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Mechanical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=284","weakness":{}}},{"_index":"aon18","_id":"hazard-285","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 30 (master) to sever the links between the door and the lanterns, Religion DC 35 (master) to use prayer to deactivate the divine magic, or dispel magic (6th level; counteract DC 30) to counteract the trap","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-285","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Stygian Fires](/Hazards.aspx?ID=285)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Cold\" url=\"/Traits.aspx?ID=27\" />\r\n<trait label=\"Conjuration\" url=\"/Traits.aspx?ID=33\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 277</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nFreezing black fire bursts from the two quartz altars, filling the room with numbing black flames that scour away memories and emotions as swiftly as they sear flesh and bone.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 35 (master)\r\n\r\n**Disable**\r\nThievery DC 30 (master) to sever the links between the door and the lanterns, Religion DC 35 (master) to use prayer to deactivate the divine magic, or [_dispel magic_](/Spells.aspx?ID=78) (6th level; counteract DC 30) to counteract the trap\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Stygian Fire** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [cold](/Domains.aspx?ID=41), [conjuration](/Traits.aspx?ID=33)) **Trigger** The doors to area E3 are opened without someone making blood offerings and lighting the lanterns. **Effect** Every creature in area E2 must attempt a DC 32 Reflex save.\r\n\r\n**Critical Success** The creature takes no damage.<br />\r\n**Success** The creature takes 3d10+13 cold damage and is [stupefied](/Conditions.aspx?ID=37) 1 for 1 minute.<br />\r\n**Failure** The creature takes 6d10+27 cold damage and is stupefied 1.<br />\r\n**Critical Failure** The creature takes 6d10+27 cold damage, takes 1d10 persistent cold damage, and is stupefied 2.\n\n---\r\n**Reset**\r\nThe trap resets one minute after the doors to area **E3** are closed.","name":"Stygian Fires","rarity":"unique","release_date":"2022-10-26","reset":"The trap resets one minute after the doors to area <b>E3</b> are closed.","resistance":{},"school":"conjuration","search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Cold\" url=\"/Traits.aspx?ID=27\" />\r\n<trait label=\"Conjuration\" url=\"/Traits.aspx?ID=33\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 277</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFreezing black fire bursts from the two quartz altars, filling the room with numbing black flames that scour away memories and emotions as swiftly as …\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 277"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 277</row>","speed":{},"spoilers":"Kingmaker","stealth":"DC 35 (master)","summary":"Freezing black fire bursts from the two quartz altars, filling the room with numbing black flames that scour away memories and emotions as swiftly as …","summary_markdown":"Freezing black fire bursts from the two quartz altars, filling the room with numbing black flames that scour away memories and emotions as swiftly as …","text":" Stygian Fires Source Kingmaker Adventure Path pg. 277 Complexity Simple Freezing black fire bursts from the two quartz altars, filling the room with numbing black flames that scour away memories and emotions as swiftly as they sear flesh and bone. --- Stealth DC 35 (master) Disable Thievery DC 30 (master) to sever the links between the door and the lanterns, Religion DC 35 (master) to use prayer to deactivate the divine magic, or dispel magic (6th level; counteract DC 30) to counteract the trap Stygian Fire Reaction (divine, cold, conjuration) Trigger The doors to area E3 are opened without someone making blood offerings and lighting the lanterns. Effect Every creature in area E2 must attempt a DC 32 Reflex save. Critical Success The creature takes no damage. Success The creature takes 3d10+13 cold damage and is stupefied 1 for 1 minute. Failure The creature takes 6d10+27 cold damage and is stupefied 1. Critical Failure The creature takes 6d10+27 cold damage, takes 1d10 persistent cold damage, and is stupefied 2. --- Reset The trap resets one minute after the doors to area E3 are closed.","trait":["Cold","Conjuration","Magical","Trap","Unique"],"trait_markdown":"[Cold](/Traits.aspx?ID=27), [Conjuration](/Traits.aspx?ID=33), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Cold","Conjuration","Magical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=285","weakness":{}}},{"_index":"aon18","_id":"hazard-286","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 30 Survival check to throw rocks or other bits of debris into areas within the tar lake that are about to burst, allowing the lake to vent harmlessly for that round (on a critical success, this prevents the lake from venting for 3 rounds); permanently disabling the tar pit would require powerful magic or long-term engineering projects (subject to the GM's discretion).","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-286","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Scalding Tar Lake](/Hazards.aspx?ID=286)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 281</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe bubbling tar churns and seethes, periodically bursting in a burning hot splatter of scalding sludge and gas.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC +0 (the tar lake is blatantly obvious, and its effects occur near the end of each round)\r\n\r\n**Disable**\r\nDC 30 Survival check to throw rocks or other bits of debris into areas within the tar lake that are about to burst, allowing the lake to vent harmlessly for that round (on a critical success, this prevents the lake from venting for 3 rounds); permanently disabling the tar pit would require powerful magic or long-term engineering projects (subject to the GM's discretion).\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Scalding Burst** <actions string=\"Reaction\" /> **Trigger** A creature attempts to move through the tar; **Effect** A scalding burst of hot tar burns the creature, which must immediately attempt a DC 28 Reflex save.\r\n\r\n**Critical Success** The creature takes no damage.<br />\r\n**Success** The creature takes 3d6 fire damage.<br />\r\n**Failure** The creature takes 6d6 fire damage and 1d6 [persistent fire damage](/Conditions.aspx?ID=29).<br />\r\n**Critical Failure** The creature takes 9d6 fire damage, 2d6 persistent fire damage and takes a 10-foot status penalty to its Speed as long as it continues to take the persistent fire damage from the hot tar clinging to it.\r\n\r\n---\r\n**Routine**\r\n (1 action) The bubbling lake of tar churns and sputters. One randomly determined target within 5 feet of the tar lake is targeted by a Scalding Burst.","name":"Scalding Tar Lake","rarity":"uncommon","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 281</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe bubbling tar churns and seethes, periodically bursting in a burning hot splatter of scalding sludge and gas.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 281"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 281</row>","speed":{},"spoilers":"Kingmaker","stealth":"DC +0 (the tar lake is blatantly obvious, and its effects occur near the end of each round)","summary":"The bubbling tar churns and seethes, periodically bursting in a burning hot splatter of scalding sludge and gas.","summary_markdown":"The bubbling tar churns and seethes, periodically bursting in a burning hot splatter of scalding sludge and gas.","text":" Scalding Tar Lake Source Kingmaker Adventure Path pg. 281 Complexity Complex The bubbling tar churns and seethes, periodically bursting in a burning hot splatter of scalding sludge and gas. --- Stealth DC +0 (the tar lake is blatantly obvious, and its effects occur near the end of each round) Disable DC 30 Survival check to throw rocks or other bits of debris into areas within the tar lake that are about to burst, allowing the lake to vent harmlessly for that round (on a critical success, this prevents the lake from venting for 3 rounds); permanently disabling the tar pit would require powerful magic or long-term engineering projects (subject to the GM's discretion). Scalding Burst Reaction Trigger A creature attempts to move through the tar; Effect A scalding burst of hot tar burns the creature, which must immediately attempt a DC 28 Reflex save. Critical Success The creature takes no damage. Success The creature takes 3d6 fire damage. Failure The creature takes 6d6 fire damage and 1d6 persistent fire damage. Critical Failure The creature takes 9d6 fire damage, 2d6 persistent fire damage and takes a 10-foot status penalty to its Speed as long as it continues to take the persistent fire damage from the hot tar clinging to it. --- Routine (1 action) The bubbling lake of tar churns and sputters. One randomly determined target within 5 feet of the tar lake is targeted by a Scalding Burst.","trait":["Complex","Environmental","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Environmental","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=286","weakness":{}}},{"_index":"aon18","_id":"hazard-287","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 (master) to adjust the wheel's mechanisms so that it won't trigger the Test of Endurance, or dispel magic (7th level, counteract DC 31) to counteract the trap's magic.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-287","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Test of Endurance](/Hazards.aspx?ID=287)</title>\r\n\r\n<traits>\r\n<trait label=\"Cold\" url=\"/Traits.aspx?ID=27\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe room fills with swirling vortexes of freezing wind that swiftly freeze flesh and chill the bones.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 40 (master)\r\n\r\n**Disable**\r\nDC 33 (master) to adjust the wheel's mechanisms so that it won't trigger the Test of Endurance, or [_dispel magic_](/Spells.aspx?ID=78) (7th level, counteract DC 31) to counteract the trap's magic.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Freezing Wind** <actions string=\"Reaction\" /> ([cold](/Traits.aspx?ID=27), [evocation](/Equipment.aspx?ID=1671)) **Trigger** A creature critically fails at an attempt to Rotate the Wheel or releases their grip on the wheel once they've started to rotate it; **Effect** A vortex of freezing wind howls through the room—all creatures in the room must attempt a DC 33 Fortitude save.\r\n\r\n**Critical Success** The creature takes no damage.<br />\r\n**Success** The creature takes 1d6 cold damage for each revolution the wheel has been rotated (max 7d6).<br />\r\n**Failure** The creature takes 2d6 cold damage for each revolution the wheel has been rotated (max 14d6) and becomes [fatigued](/Conditions.aspx?ID=15).<br />\r\n**Critical Failure** The creature takes 3d6 cold damage for each revolution the wheel has been rotated (max 21d6), becomes [drained](/Conditions.aspx?ID=10) 1, and becomes fatigued.\n\n---\r\n**Reset**\r\n The trap resets automatically.","name":"Test of Endurance","rarity":"common","release_date":"2022-10-26","reset":" The trap resets automatically.","resistance":{},"school":"evocation","search_markdown":"<traits>\r\n<trait label=\"Cold\" url=\"/Traits.aspx?ID=27\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe room fills with swirling vortexes of freezing wind that swiftly freeze flesh and chill the bones.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 324"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>","speed":{},"stealth":"DC 40 (master)","summary":"The room fills with swirling vortexes of freezing wind that swiftly freeze flesh and chill the bones.","summary_markdown":"The room fills with swirling vortexes of freezing wind that swiftly freeze flesh and chill the bones.","text":" Test of Endurance Source Kingmaker Adventure Path pg. 324 Complexity Simple The room fills with swirling vortexes of freezing wind that swiftly freeze flesh and chill the bones. --- Stealth DC 40 (master) Disable DC 33 (master) to adjust the wheel's mechanisms so that it won't trigger the Test of Endurance, or dispel magic (7th level, counteract DC 31) to counteract the trap's magic. Freezing Wind Reaction (cold, evocation) Trigger A creature critically fails at an attempt to Rotate the Wheel or releases their grip on the wheel once they've started to rotate it; Effect A vortex of freezing wind howls through the room—all creatures in the room must attempt a DC 33 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 1d6 cold damage for each revolution the wheel has been rotated (max 7d6). Failure The creature takes 2d6 cold damage for each revolution the wheel has been rotated (max 14d6) and becomes fatigued. Critical Failure The creature takes 3d6 cold damage for each revolution the wheel has been rotated (max 21d6), becomes drained 1, and becomes fatigued. --- Reset The trap resets automatically.","trait":["Cold","Evocation","Magical","Trap"],"trait_markdown":"[Cold](/Traits.aspx?ID=27), [Evocation](/Traits.aspx?ID=65), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Cold","Evocation","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=287","weakness":{}}},{"_index":"aon18","_id":"hazard-288","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 37 (expert) to remove a set of runes linked to one bound derghodaemon, or dispel magic (7th level, counteract DC 31) to counteract the trap's magic.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-288","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Test of Tactics](/Hazards.aspx?ID=288)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nObscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 37 (expert)\r\n\r\n**Disable**\r\nThievery DC 37 (expert) to remove a set of runes linked to one bound derghodaemon, or [_dispel magic_](/Spells.aspx?ID=78) (7th level, counteract DC 31) to counteract the trap's magic.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Conjure Daemon** <actions string=\"Reaction\" /> **Trigger** A creature moves past the bend in the middle of the hall; **Effect** A pair of derghodaemons rise up from the floor to the north and southeast near the stairs; the daemons roll for initiative using Stealth, and fight to the death but do not pursue foes out of this area.\n\n---\r\n**Reset**\r\nIf at least one of the derghodaemons survives, the trap resets after 1 hour, causing the surviving derghodaemons to be completely restored to full health and to merge with the floors.","name":"Test of Tactics","rarity":"common","release_date":"2022-10-26","reset":"If at least one of the derghodaemons survives, the trap resets after 1 hour, causing the surviving derghodaemons to be completely restored to full health and to merge with the floors.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nObscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 324"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 324</row>","speed":{},"stealth":"DC 37 (expert)","summary":"Obscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.","summary_markdown":"Obscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway.","text":" Test of Tactics Source Kingmaker Adventure Path pg. 324 Complexity Simple Obscure magical runes hidden within the runes of the 16 named warriors bind a pair of derghodaemons into the walls of this hallway. --- Stealth DC 37 (expert) Disable Thievery DC 37 (expert) to remove a set of runes linked to one bound derghodaemon, or dispel magic (7th level, counteract DC 31) to counteract the trap's magic. Conjure Daemon Reaction Trigger A creature moves past the bend in the middle of the hall; Effect A pair of derghodaemons rise up from the floor to the north and southeast near the stairs; the daemons roll for initiative using Stealth, and fight to the death but do not pursue foes out of this area. --- Reset If at least one of the derghodaemons survives, the trap resets after 1 hour, causing the surviving derghodaemons to be completely restored to full health and to merge with the floors.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=288","weakness":{}}},{"_index":"aon18","_id":"hazard-289","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 37 (expert) to disable the hidden hinges for one of the steps, thereby locking all four steps into place","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-289","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Test of Strength](/Hazards.aspx?ID=289)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 323</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe steps angle downward into a slope, releasing all currently placed boulders to roll back down to the north.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 37 (expert)\r\n\r\n**Disable**\r\nThievery DC 37 (expert) to disable the hidden hinges for one of the steps, thereby locking all four steps into place\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Release Boulders** <actions string=\"Reaction\" /> **Trigger** All four boulders are not placed within six minutes; **Effect** All four steps angle downward, causing any boulders held within to roll toward area **D1**. Each rolling boulder inflicts 3d6+6 bludgeoning damage on all creatures in area D2 (DC 37 basic Reflex save).<br />**Open Doors** <actions string=\"Reaction\" /> **Trigger** All four boulders are placed within six minutes; **Effect** the doors to area **D3** open.\n\n---\r\n**Reset**\r\nThe trap Releases Boulders 24 hours after it Opens Doors. Once the trap Releases Boulders, it resets itself automatically.","name":"Test of Strength","rarity":"common","release_date":"2022-10-26","reset":"The trap Releases Boulders 24 hours after it Opens Doors. Once the trap Releases Boulders, it resets itself automatically.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 323</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe steps angle downward into a slope, releasing all currently placed boulders to roll back down to the north.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 323"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 323</row>","speed":{},"stealth":"DC 37 (expert)","summary":"The steps angle downward into a slope, releasing all currently placed boulders to roll back down to the north.","summary_markdown":"The steps angle downward into a slope, releasing all currently placed boulders to roll back down to the north.","text":" Test of Strength Source Kingmaker Adventure Path pg. 323 Complexity Simple The steps angle downward into a slope, releasing all currently placed boulders to roll back down to the north. --- Stealth DC 37 (expert) Disable Thievery DC 37 (expert) to disable the hidden hinges for one of the steps, thereby locking all four steps into place Release Boulders Reaction Trigger All four boulders are not placed within six minutes; Effect All four steps angle downward, causing any boulders held within to roll toward area D1 . Each rolling boulder inflicts 3d6+6 bludgeoning damage on all creatures in area D2 (DC 37 basic Reflex save). Open Doors Reaction Trigger All four boulders are placed within six minutes; Effect the doors to area D3 open. --- Reset The trap Releases Boulders 24 hours after it Opens Doors. Once the trap Releases Boulders, it resets itself automatically.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=289","weakness":{}}},{"_index":"aon18","_id":"hazard-290","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 37 (expert) to wedge scraps of material into the edges of the room to hamper the floor's tilt (requires 4 successes).","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-290","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Test of Agility](/Hazards.aspx?ID=290)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 325</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe floor of this circular room pivots and shifts awkwardly when weight is placed upon its surface, pitching those who attempt to walk on it off their feet and potentially into one of two deep spiked pits.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 37 (expert)\r\n\r\n**Disable**\r\nThievery DC 37 (expert) to wedge scraps of material into the edges of the room to hamper the floor's tilt (requires 4 successes).\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Tilt and Roll** <actions string=\"Reaction\" /> **Trigger** A creature or object of at least 3 bulk moves onto the floor; the trap can use this reaction multiple times in a round, but only once per triggering creature or object; **Effect** The floor pitches and rolls. The triggering creature must attempt a DC 33 Reflex save.\r\n\r\n**Critical Success** The character can move across the room normally this turn, without having to attempt Acrobatics checks, but treats the unstable floor as [difficult terrain](/Rules.aspx?ID=453).<br />\r\n**Success** The character treats the ground in this room as difficult terrain, but each time they move they must succeed at a DC 30 Acrobatics check or they fall [prone](/Conditions.aspx?ID=31) at the start of their turn. A character who falls prone must succeed at a DC 33 Reflex save or fall into one of the two spiked pits to the north or south of the room (see Failure).<br />\r\n**Failure** As success but the character automatically falls prone and must succeed at a DC 33 Reflex save to avoid being pitched into one of the two spiked pits to the north or south of the room. A character who is pitched into a pit can attempt to [Grab an Edge](/Actions.aspx?ID=95) to avoid falling. The DC to Grab an Edge or [Climb](/Actions.aspx?ID=33) a pit's walls is 33. <br />A character who falls into one of the pits plunges 50 feet onto a bed of spikes, taking 25 points of bludgeoning damage and 2d6 piercing damage (DC 33 basic Reflex save).<br />\r\n**Critical Failure** As failure, but the character automatically rolls into one of the two pits.\r\n\r\n---\r\n**Routine**\r\n(1 action) On its initiative each turn, the floor tilts randomly, forcing all characters standing on the floor of the room to attempt a DC 33 Reflex save to avoid being pitched into one of the two pits.","name":"Test of Agility","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 325</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe floor of this circular room pivots and shifts awkwardly when weight is placed upon its surface, pitching those who attempt to walk on it off …\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 325"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 325</row>","speed":{},"stealth":"DC 37 (expert)","summary":"The floor of this circular room pivots and shifts awkwardly when weight is placed upon its surface, pitching those who attempt to walk on it off …","summary_markdown":"The floor of this circular room pivots and shifts awkwardly when weight is placed upon its surface, pitching those who attempt to walk on it off …","text":" Test of Agility Source Kingmaker Adventure Path pg. 325 Complexity Complex The floor of this circular room pivots and shifts awkwardly when weight is placed upon its surface, pitching those who attempt to walk on it off their feet and potentially into one of two deep spiked pits. --- Stealth DC 37 (expert) Disable Thievery DC 37 (expert) to wedge scraps of material into the edges of the room to hamper the floor's tilt (requires 4 successes). Tilt and Roll Reaction Trigger A creature or object of at least 3 bulk moves onto the floor; the trap can use this reaction multiple times in a round, but only once per triggering creature or object; Effect The floor pitches and rolls. The triggering creature must attempt a DC 33 Reflex save. Critical Success The character can move across the room normally this turn, without having to attempt Acrobatics checks, but treats the unstable floor as difficult terrain. Success The character treats the ground in this room as difficult terrain, but each time they move they must succeed at a DC 30 Acrobatics check or they fall prone at the start of their turn. A character who falls prone must succeed at a DC 33 Reflex save or fall into one of the two spiked pits to the north or south of the room (see Failure). Failure As success but the character automatically falls prone and must succeed at a DC 33 Reflex save to avoid being pitched into one of the two spiked pits to the north or south of the room. A character who is pitched into a pit can attempt to Grab an Edge to avoid falling. The DC to Grab an Edge or Climb a pit's walls is 33. A character who falls into one of the pits plunges 50 feet onto a bed of spikes, taking 25 points of bludgeoning damage and 2d6 piercing damage (DC 33 basic Reflex save). Critical Failure As failure, but the character automatically rolls into one of the two pits. --- Routine (1 action) On its initiative each turn, the floor tilts randomly, forcing all characters standing on the floor of the room to attempt a DC 33 Reflex save to avoid being pitched into one of the two pits.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=290","weakness":{}}},{"_index":"aon18","_id":"hazard-291","_score":4.0463834,"_source":{"ac":31,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 36 Thievery (master) to sabotage the ballista by reaching through the firing slit from outside (this DC is reduced by 10 if the PCs are in the room with the ballista), or DC 33 Intimidation to frighten off the Pitax Warden operating the ballista.","exclude_from_search":false,"fortitude_save":24,"hardness":20,"hardness_raw":"20","hp":80,"hp_raw":"80 (BT 40)","id":"hazard-291","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Ballista Defense](/Hazards.aspx?ID=291)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 386</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA ballista armed with a massive bolt fires on a creature approaching the Palace.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC +23 (master)\r\n\r\n**Disable**\r\nDC 36 Thievery (master) to sabotage the ballista by reaching through the firing slit from outside (this DC is reduced by 10 if the PCs are in the room with the ballista), or DC 33 Intimidation to frighten off the Pitax Warden operating the ballista.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 31, **Fort** +24, **Ref** +18\r\n\r\n**Hardness**\r\n20\r\n\r\n**HP**\r\n80 (BT 40)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Ready and Load** <actions string=\"Reaction\" /> **Trigger** The alarm is raised while the PCs are approaching the Palace; **Effect** The guards ready and load the ballista. The ballista defense then rolls Initiative.\n\n---\r\n**Routine**\r\n(3 actions) The ballista takes 1 action to fire a ballista bolt and 2 actions to reload. After ten rounds, the ballista is out of ammunition and can no longer function. **Ranged** <actions string=\"Single Action\" /> ballista bolt +24 (range 300 feet), **Damage** 2d12+15 piercing\r\n\r\n---\r\n**Reset**\r\n(1 day) If the PCs haven't reached 30 Liberation Points, additional ammunition for a ballista can be secured in a day, but if the PCs have reached 30 Liberation Points, a ballista that runs out of ammo cannot be reset.","name":"Ballista Defense","rarity":"common","reflex_save":18,"release_date":"2022-10-26","reset":"(1 day) If the PCs haven't reached 30 Liberation Points, additional ammunition for a ballista can be secured in a day, but if the PCs have reached 30 Liberation Points, a ballista that runs out of ammo cannot be reset.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 386</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA ballista armed with a massive bolt fires on a creature approaching the Palace.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 386"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 386</row>","speed":{},"stealth":"DC +23 (master)","summary":"A ballista armed with a massive bolt fires on a creature approaching the Palace.","summary_markdown":"A ballista armed with a massive bolt fires on a creature approaching the Palace.","text":" Ballista Defense Source Kingmaker Adventure Path pg. 386 Complexity Complex A ballista armed with a massive bolt fires on a creature approaching the Palace. --- Stealth DC +23 (master) Disable DC 36 Thievery (master) to sabotage the ballista by reaching through the firing slit from outside (this DC is reduced by 10 if the PCs are in the room with the ballista), or DC 33 Intimidation to frighten off the Pitax Warden operating the ballista. AC 31, Fort +24, Ref +18 Hardness 20 HP 80 (BT 40) Immunities critical hits, object immunities, precision damage Ready and Load Reaction Trigger The alarm is raised while the PCs are approaching the Palace; Effect The guards ready and load the ballista. The ballista defense then rolls Initiative. --- Routine (3 actions) The ballista takes 1 action to fire a ballista bolt and 2 actions to reload. After ten rounds, the ballista is out of ammunition and can no longer function. Ranged Single Action ballista bolt +24 (range 300 feet), Damage 2d12+15 piercing --- Reset (1 day) If the PCs haven't reached 30 Liberation Points, additional ammunition for a ballista can be secured in a day, but if the PCs have reached 30 Liberation Points, a ballista that runs out of ammo cannot be reset.","trait":["Complex","Mechanical"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105)","trait_raw":["Complex","Mechanical"],"type":"Hazard","url":"/Hazards.aspx?ID=291","weakness":{}}},{"_index":"aon18","_id":"hazard-292","_score":4.0463834,"_source":{"ac":30,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 33 (master) to disable the trigger that causes the portcullises to drop","exclude_from_search":false,"fortitude_save":24,"hardness":18,"hardness_raw":"18 Portcullis Hardness","hazard_type":"Trap","hp":72,"hp_raw":"72 (BT 36)","id":"hazard-292","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Trapped Portcullis](/Hazards.aspx?ID=292)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 387</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nTwo portcullises drop down to block progress through this area.\r\n\r\n---\r\n\r\n**Stealth**\r\nD 36 (master)\r\n\r\n**Disable**\r\nDC 33 (master) to disable the trigger that causes the portcullises to drop\n\n<column gap=\"tiny\">\r\n\r\n**AC** 30, **Fort** +24, **Ref** +18\r\n\r\n**Portcullis Hardness**\r\n18\r\n\r\n**Portcullis HP**\r\n72 (BT 36)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Drop from Ceiling** <actions string=\"Reaction\" /> **Trigger** A character enters a square between the two portcullises; **Effect** Both portcullises drop from the ceiling; attempting to lift one requires a DC 30 Athletics check to [Force Open](/Actions.aspx?ID=34). When the portcullises drop, creatures in adjacent squares must attempt a DC 30 Reflex save.\r\n\r\n**Critical Success** The creature is unharmed and can take a [Step](/Actions.aspx?ID=87) as a reaction to move to an adjacent square.<br />\r\n**Success** As critical success, but the creature takes a glancing blow from the falling portcullis for 2d12+15 bludgeoning damage.<br />\r\n**Failure** The creature is struck by the falling portcullis for 4d12+30 bludgeoning damage and is knocked [prone](/Conditions.aspx?ID=31) in their square.<br />\r\n**Critical Failure** The creature is struck by the falling portcullis for 6d12+45 bludgeoning damage, is knocked prone, and is [immobilized](/Conditions.aspx?ID=24) by the portcullis as it pins them to the ground until they can [Escape](/Actions.aspx?ID=79) or [Force Open](/Actions.aspx?ID=34) the portcullis (DC 30).\n\n---\r\n**Reset**\r\nThe trap can be manually reset with a 10-minute Manipulate activity performed in the hallways to the east or west of this area, as long as neither portcullis is broken or destroyed.","name":"Trapped Portcullis","rarity":"common","reflex_save":18,"release_date":"2022-10-26","reset":"The trap can be manually reset with a 10-minute Manipulate activity performed in the hallways to the east or west of this area, as long as neither portcullis is broken or destroyed.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 387</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTwo portcullises drop down to block progress through this area.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 387"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 387</row>","speed":{},"stealth":"D 36 (master)","summary":"Two portcullises drop down to block progress through this area.","summary_markdown":"Two portcullises drop down to block progress through this area.","text":" Trapped Portcullis Source Kingmaker Adventure Path pg. 387 Complexity Simple Two portcullises drop down to block progress through this area. --- Stealth D 36 (master) Disable DC 33 (master) to disable the trigger that causes the portcullises to drop AC 30, Fort +24, Ref +18 Portcullis Hardness 18 Portcullis HP 72 (BT 36) Immunities critical hits, object immunities, precision damage Drop from Ceiling Reaction Trigger A character enters a square between the two portcullises; Effect Both portcullises drop from the ceiling; attempting to lift one requires a DC 30 Athletics check to Force Open. When the portcullises drop, creatures in adjacent squares must attempt a DC 30 Reflex save. Critical Success The creature is unharmed and can take a Step as a reaction to move to an adjacent square. Success As critical success, but the creature takes a glancing blow from the falling portcullis for 2d12+15 bludgeoning damage. Failure The creature is struck by the falling portcullis for 4d12+30 bludgeoning damage and is knocked prone in their square. Critical Failure The creature is struck by the falling portcullis for 6d12+45 bludgeoning damage, is knocked prone, and is immobilized by the portcullis as it pins them to the ground until they can Escape or Force Open the portcullis (DC 30). --- Reset The trap can be manually reset with a 10-minute Manipulate activity performed in the hallways to the east or west of this area, as long as neither portcullis is broken or destroyed.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=292","weakness":{}}},{"_index":"aon18","_id":"hazard-293","_score":4.0463834,"_source":{"ac":42,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 48 (master) to deactivate the trap entirely before it triggers, Thievery DC 45 (expert) to deactivate one of the glimmering orbs after the trap rolls initiative, or dispel magic (9th level; counteract DC 41) to deactivate the trap entirely.","exclude_from_search":false,"fortitude_save":27,"hardness":30,"hardness_raw":"30 Orb Hardness","hazard_type":"Trap","hp":40,"hp_raw":"40 (BT 20)","id":"hazard-293","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Orb Blast Trap](/Hazards.aspx?ID=293)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 406</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFive globes shoot bolts of force up and down the hall when a second creature reaches its midpoint.\r\n\r\n---\r\n\r\n**Stealth**\r\n+35 (master) to realize that the glimmering orbs signal a dangerous trap.\r\n\r\n**Disable**\r\nThievery DC 48 (master) to deactivate the trap entirely before it triggers, Thievery DC 45 (expert) to deactivate one of the glimmering orbs after the trap rolls initiative, or [_dispel magic_](/Spells.aspx?ID=78) (9th level; counteract DC 41) to deactivate the trap entirely.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 42, **Fort** +27, **Ref** +33\r\n\r\n**Orb Hardness**\r\n30\r\n\r\n**Orb HP**\r\n40 (BT 20)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n**Resistances**\r\nslashing 15\r\n\r\n</column>\r\n\r\n**Slam Doors** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [evocation](/Equipment.aspx?ID=1671)) **Trigger** A second creature crosses a magical sensor at the midpoint of the hall. <br />The doors at either end of the hall slam shut and lock in place while the trap is active (the doors open automatically if the trap is disabled or destroyed). The doors (Hardness 14, HP 56 [28 BT]) can be [Forced Open](/Actions.aspx?ID=34) with a DC 40 Athletics check, or via a DC 35 Thievery check to [Pick the Lock](/Actions.aspx?ID=70). The trap rolls initiative.\n\n---\r\n**Routine**\r\n(5 actions) Five energized orbs each take one action to make a force bolt attack against a different target in the hallway (a single target cannot be fired at more than once per round by the trap). The trap doesn't take multiple attack penalties. Each orb that is disabled or destroyed reduces the trap's actions by 1.<br />**Ranged** force bolt +35 (can target any creature in area **A8**), **Damage** 4d10+18 force damage\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates 1 round after it has no creatures to target and resets automatically after 1 minute.","name":"Orb Blast Trap","rarity":"unique","reflex_save":33,"release_date":"2022-10-26","reset":"The trap deactivates 1 round after it has no creatures to target and resets automatically after 1 minute.","resistance":{"slashing":15},"resistance_markdown":"slashing 15","resistance_raw":"slashing 15","search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 406</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFive globes shoot bolts of force up and down the hall when a second creature reaches its midpoint.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 406"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 406</row>","speed":{},"spoilers":"Kingmaker","stealth":"+35 (master) to realize that the glimmering orbs signal a dangerous trap.","summary":"Five globes shoot bolts of force up and down the hall when a second creature reaches its midpoint.","summary_markdown":"Five globes shoot bolts of force up and down the hall when a second creature reaches its midpoint.","text":" Orb Blast Trap Source Kingmaker Adventure Path pg. 406 Complexity Complex Five globes shoot bolts of force up and down the hall when a second creature reaches its midpoint. --- Stealth +35 (master) to realize that the glimmering orbs signal a dangerous trap. Disable Thievery DC 48 (master) to deactivate the trap entirely before it triggers, Thievery DC 45 (expert) to deactivate one of the glimmering orbs after the trap rolls initiative, or dispel magic (9th level; counteract DC 41) to deactivate the trap entirely. AC 42, Fort +27, Ref +33 Orb Hardness 30 Orb HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Resistances slashing 15 Slam Doors Reaction (arcane, evocation) Trigger A second creature crosses a magical sensor at the midpoint of the hall. The doors at either end of the hall slam shut and lock in place while the trap is active (the doors open automatically if the trap is disabled or destroyed). The doors (Hardness 14, HP 56 28 BT]) can be [Forced Open with a DC 40 Athletics check, or via a DC 35 Thievery check to Pick the Lock. The trap rolls initiative. --- Routine (5 actions) Five energized orbs each take one action to make a force bolt attack against a different target in the hallway (a single target cannot be fired at more than once per round by the trap). The trap doesn't take multiple attack penalties. Each orb that is disabled or destroyed reduces the trap's actions by 1. Ranged force bolt +35 (can target any creature in area A8 ), Damage 4d10+18 force damage --- Reset The trap deactivates 1 round after it has no creatures to target and resets automatically after 1 minute.","trait":["Complex","Magical","Trap","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Magical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=293","weakness":{}}},{"_index":"aon18","_id":"hazard-294","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 47 Occultism (master) or DC 49 Religion (master) three times in a row to successfully speak aloud the esoteric phrases as they appear (this causes the trap to deactivate for 1 hour, although the phrases continue to appear during this time), or dispel magic (9th level, counteract DC 38).","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-294","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Praise of Yog-Sothoth](/Hazards.aspx?ID=294)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 415</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nMagical letters reveal phrases in Aklo that, if not properly spoken aloud, inflict numbing cold.\r\n\r\n---\r\n\r\n**Stealth**\r\n+37 (legendary) to recognize the symbols as a magical trap\r\n\r\n**Disable**\r\nDC 47 Occultism (master) or DC 49 Religion (master) three times in a row to successfully speak aloud the esoteric phrases as they appear (this causes the trap to deactivate for 1 hour, although the phrases continue to appear during this time), or [_dispel magic_](/Spells.aspx?ID=78) (9th level, counteract DC 38).\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Reactive Charge** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [evocation](/Equipment.aspx?ID=1671)) **Trigger** A creature spends more than 1 round in the room without speaking aloud the phrases appearing in the alcove. **Effect** The creature takes 12d6 cold damage (DC 41 basic Fortitude save, plus immobilized for 1 minute on a critical failure). The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The trap fills the entirety of area **B4** with additional blasts of cold. All creatures in area **B4** take 12d6 cold damage (DC **41** basic Fortitude save, plus [immobilized](/Conditions.aspx?ID=24) for 1 minute on a critical failure).\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates 1 round after it has no target creatures and resets after 1 minute.","name":"Praise of Yog-Sothoth","rarity":"common","release_date":"2022-10-26","reset":"The trap deactivates 1 round after it has no target creatures and resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 415</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagical letters reveal phrases in Aklo that, if not properly spoken aloud, inflict numbing cold.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 415"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 415</row>","speed":{},"stealth":"+37 (legendary) to recognize the symbols as a magical trap","summary":"Magical letters reveal phrases in Aklo that, if not properly spoken aloud, inflict numbing cold.","summary_markdown":"Magical letters reveal phrases in Aklo that, if not properly spoken aloud, inflict numbing cold.","text":" Praise of Yog-Sothoth Source Kingmaker Adventure Path pg. 415 Complexity Complex Magical letters reveal phrases in Aklo that, if not properly spoken aloud, inflict numbing cold. --- Stealth +37 (legendary) to recognize the symbols as a magical trap Disable DC 47 Occultism (master) or DC 49 Religion (master) three times in a row to successfully speak aloud the esoteric phrases as they appear (this causes the trap to deactivate for 1 hour, although the phrases continue to appear during this time), or dispel magic (9th level, counteract DC 38). Reactive Charge Reaction (arcane, evocation) Trigger A creature spends more than 1 round in the room without speaking aloud the phrases appearing in the alcove. Effect The creature takes 12d6 cold damage (DC 41 basic Fortitude save, plus immobilized for 1 minute on a critical failure). The trap then rolls initiative. --- Routine (1 action) The trap fills the entirety of area B4 with additional blasts of cold. All creatures in area B4 take 12d6 cold damage (DC 41 basic Fortitude save, plus immobilized for 1 minute on a critical failure). --- Reset The trap deactivates 1 round after it has no target creatures and resets after 1 minute.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=294","weakness":{}}},{"_index":"aon18","_id":"hazard-295","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Intimidate DC 47 (legendary) to shout down the emotional energies and exert mental dominance over them, or Thievery DC 44 (master) to cause the trap's energies to discharge harmlessly","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-295","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Paranoia Well](/Hazards.aspx?ID=295)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 417</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSudden invasive emotions of fear, paranoia, and anger well up in the mind, causing companions to take on sinister casts to their no-longer familiar features.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 47 (legendary)\r\n\r\n**Disable**\r\nIntimidate DC 47 (legendary) to shout down the emotional energies and exert mental dominance over them, or Thievery DC 44 (master) to cause the trap's energies to discharge harmlessly\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Reveal the Enemy** <actions string=\"Reaction\" /> ([curse](/Traits.aspx?ID=38), [fear](/Traits.aspx?ID=68), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A Small or larger creature ends its turn inside of area **B7**; **Effect** The trap releases its built-up emotional energy in a silent blast of power. All creatures in area **B7** or within 20 feet of the shed's exterior walls must attempt a DC 41 Will save (creatures within the shed take a 2 circumstance penalty to this save).\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** For 1 hour, the creature treats no other creatures as allies and can't take [concentrate](/Traits.aspx?ID=32) actions that don't have the [rage](/Traits.aspx?ID=135) trait.<br />\r\n**Failure** As success, but the effect is permanent.<br />\r\n**Critical Failure** As failure, but the creature must attack any creature it detects, preferring to attack former friends or allies when possible.","name":"Paranoia Well","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 417</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSudden invasive emotions of fear, paranoia, and anger well up in the mind, causing companions to take on sinister casts to their no-longer familiar …\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 417"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 417</row>","speed":{},"stealth":"DC 47 (legendary)","summary":"Sudden invasive emotions of fear, paranoia, and anger well up in the mind, causing companions to take on sinister casts to their no-longer familiar …","summary_markdown":"Sudden invasive emotions of fear, paranoia, and anger well up in the mind, causing companions to take on sinister casts to their no-longer familiar …","text":" Paranoia Well Source Kingmaker Adventure Path pg. 417 Complexity Simple Sudden invasive emotions of fear, paranoia, and anger well up in the mind, causing companions to take on sinister casts to their no-longer familiar features. --- Stealth DC 47 (legendary) Disable Intimidate DC 47 (legendary) to shout down the emotional energies and exert mental dominance over them, or Thievery DC 44 (master) to cause the trap's energies to discharge harmlessly Reveal the Enemy Reaction (curse, fear, emotion, enchantment, mental, occult) Trigger A Small or larger creature ends its turn inside of area B7 ; Effect The trap releases its built-up emotional energy in a silent blast of power. All creatures in area B7 or within 20 feet of the shed's exterior walls must attempt a DC 41 Will save (creatures within the shed take a 2 circumstance penalty to this save). Critical Success The creature is unaffected. Success For 1 hour, the creature treats no other creatures as allies and can't take concentrate actions that don't have the rage trait. Failure As success, but the effect is permanent. Critical Failure As failure, but the creature must attack any creature it detects, preferring to attack former friends or allies when possible.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=295","weakness":{}}},{"_index":"aon18","_id":"hazard-296","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"This trap cannot be disabled as long as Nyrissa lives, but if she is slain or forgiven (see area M7 ), the teleport trap vanishes.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-296","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Teleport Trap](/Hazards.aspx?ID=296)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 458</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe House at the Edge of Time folds time and space back on the target, who teleports painfully into their own body an instant before they travel.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 40 (master)\r\n\r\n**Disable**\r\nThis trap cannot be disabled as long as Nyrissa lives, but if she is slain or forgiven (see area **M7**), the teleport trap vanishes.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Warp Teleportaion** <actions string=\"Reaction\" /> **Trigger** A non-native of Thousandbreaths attempts to take a teleportation action that either begins or ends in any area within the House at the Edge of Time; **Effect** The House redirects the magic to cause the creature that attempted the Teleportation action to instead teleport into themselves a split second before they attempted the action in the first place. The creature must attempt a DC 41 Will save. A PC under the protection of the Helix Theorem gains their +4 status bonus to this saving throw, and treats all Critical Failure results as Failure results instead.\r\n\r\n**Critical Success** The action functions normally.<br />\r\n**Success** The action fails but doesn't harm anyone.<br />\r\n**Failure** The action fails, and the creature that attempted it (but not any other creature targeted by the action) teleports into themselves, suffering a sudden and agonizing pain, taking 4d10+40 bludgeoning damage, 4d10 mental damage, and becoming [stunned](/Conditions.aspx?ID=36) 1.<br />\r\n**Critical Failure** As failure, but affecting all creatures that would have been affected by the attempted action, and the creature that attempted the action instead takes 80 bludgeoning damage, 40 mental damage, and is stunned 4.","name":"Teleport Trap","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 458</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe House at the Edge of Time folds time and space back on the target, who teleports painfully into their own body an instant before they travel.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 458"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 458</row>","speed":{},"stealth":"DC 40 (master)","summary":"The House at the Edge of Time folds time and space back on the target, who teleports painfully into their own body an instant before they travel.","summary_markdown":"The House at the Edge of Time folds time and space back on the target, who teleports painfully into their own body an instant before they travel.","text":" Teleport Trap Source Kingmaker Adventure Path pg. 458 Complexity Simple The House at the Edge of Time folds time and space back on the target, who teleports painfully into their own body an instant before they travel. --- Stealth DC 40 (master) Disable This trap cannot be disabled as long as Nyrissa lives, but if she is slain or forgiven (see area M7 ), the teleport trap vanishes. Warp Teleportaion Reaction Trigger A non-native of Thousandbreaths attempts to take a teleportation action that either begins or ends in any area within the House at the Edge of Time; Effect The House redirects the magic to cause the creature that attempted the Teleportation action to instead teleport into themselves a split second before they attempted the action in the first place. The creature must attempt a DC 41 Will save. A PC under the protection of the Helix Theorem gains their +4 status bonus to this saving throw, and treats all Critical Failure results as Failure results instead. Critical Success The action functions normally. Success The action fails but doesn't harm anyone. Failure The action fails, and the creature that attempted it (but not any other creature targeted by the action) teleports into themselves, suffering a sudden and agonizing pain, taking 4d10+40 bludgeoning damage, 4d10 mental damage, and becoming stunned 1. Critical Failure As failure, but affecting all creatures that would have been affected by the attempted action, and the creature that attempted the action instead takes 80 bludgeoning damage, 40 mental damage, and is stunned 4.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=296","weakness":{}}},{"_index":"aon18","_id":"hazard-297","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 42 Performance (master) to counter the eerie sounds by exceeding their influence with a virtuoso act, or DC 48 Intimidation (master) to startle the echoes into silence with a display of anger and rage.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-297","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Eldritch Echoes](/Hazards.aspx?ID=297)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 464</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThose who listen to the sounds for too long become convinced that these forces can be defeated by lashing out at them, even though the forces themselves are not apparent.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC +38 (master) to realize that the strange faint sounds could be dangerous.\r\n\r\n**Disable**\r\nDC 42 Performance (master) to counter the eerie sounds by exceeding their influence with a virtuoso act, or DC 48 Intimidation (master) to startle the echoes into silence with a display of anger and rage.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Distort Senses** <actions string=\"Reaction\" /> ([auditory](/Traits.aspx?ID=16), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [primal](/Traits.aspx?ID=134)) **Trigger** At least two creatures who aren't native to Thousandbreaths end their turn in area **K13**. **Effect** Those in the room begin “hearing” the sounds in the room telepathically and start to have difficulty telling the difference between these sounds and those of their allies; the trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action; [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [primal](/Traits.aspx?ID=134)) The trap starts scrambling senses and forcing creatures to perceive threats to their very place in time and space where no such threats actually exist. Every creature in area **K13** must attempt a DC 42 Will saving throw. Critical Success The creature is unaffected.<br /> Success The creature is [stupefied](/Conditions.aspx?ID=37) 1 for 1 round.<br /> **Failure** As success, but the creature is also [confused](/Conditions.aspx?ID=5) as long as it remains stupefied.<br /> **Critical Failure** The creature is stupefied 2 and confused. The confused condition persists until the creature recovers normally, but the stupefaction effect is permanent until removed.","name":"Eldritch Echoes","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 464</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThose who listen to the sounds for too long become convinced that these forces can be defeated by lashing out at them, even though the forces …\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 464"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 464</row>","speed":{},"stealth":"DC +38 (master) to realize that the strange faint sounds could be dangerous.","summary":"Those who listen to the sounds for too long become convinced that these forces can be defeated by lashing out at them, even though the forces …","summary_markdown":"Those who listen to the sounds for too long become convinced that these forces can be defeated by lashing out at them, even though the forces …","text":" Eldritch Echoes Source Kingmaker Adventure Path pg. 464 Complexity Complex Those who listen to the sounds for too long become convinced that these forces can be defeated by lashing out at them, even though the forces themselves are not apparent. --- Stealth DC +38 (master) to realize that the strange faint sounds could be dangerous. Disable DC 42 Performance (master) to counter the eerie sounds by exceeding their influence with a virtuoso act, or DC 48 Intimidation (master) to startle the echoes into silence with a display of anger and rage. Distort Senses Reaction (auditory, emotion, enchantment, mental, primal) Trigger At least two creatures who aren't native to Thousandbreaths end their turn in area K13 . Effect Those in the room begin “hearing” the sounds in the room telepathically and start to have difficulty telling the difference between these sounds and those of their allies; the trap then rolls initiative. --- Routine (1 action; emotion, enchantment, mental, primal) The trap starts scrambling senses and forcing creatures to perceive threats to their very place in time and space where no such threats actually exist. Every creature in area K13 must attempt a DC 42 Will saving throw. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure As success, but the creature is also confused as long as it remains stupefied. Critical Failure The creature is stupefied 2 and confused. The confused condition persists until the creature recovers normally, but the stupefaction effect is permanent until removed.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=297","weakness":{}}},{"_index":"aon18","_id":"hazard-298","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 51 to quickly jury-rig key supports against weak wall sections to prevent the collapse","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-298","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Collapsing Floor](/Hazards.aspx?ID=298)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 490</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe westernmost 5 feet of the building gives way, dropping rubble and anyone in the area into the depths of the Lantern Kingdom below.\r\n\r\n---\r\n\r\n**Stealth**\r\n DC 48 (legendary)\r\n\r\n**Disable**\r\nThievery DC 51 to quickly jury-rig key supports against weak wall sections to prevent the collapse\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A Small or larger creature walks into either 5-foot-square at the westernmost end of the building; **Effect** The triggering creature falls and takes 50 bludgeoning damage, then an additional 10d6 bludgeoning damage as they and the building's falling timbers “land” in a devastating crash at area **A1**. The creature can use the [Grab an Edge](/Actions.aspx?ID=95) reaction to avoid falling.","name":"Collapsing Floor","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 490</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe westernmost 5 feet of the building gives way, dropping rubble and anyone in the area into the depths of the Lantern Kingdom below.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 490"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 490</row>","speed":{},"stealth":" DC 48 (legendary)","summary":"The westernmost 5 feet of the building gives way, dropping rubble and anyone in the area into the depths of the Lantern Kingdom below.","summary_markdown":"The westernmost 5 feet of the building gives way, dropping rubble and anyone in the area into the depths of the Lantern Kingdom below.","text":" Collapsing Floor Source Kingmaker Adventure Path pg. 490 Complexity Simple The westernmost 5 feet of the building gives way, dropping rubble and anyone in the area into the depths of the Lantern Kingdom below. --- Stealth DC 48 (legendary) Disable Thievery DC 51 to quickly jury-rig key supports against weak wall sections to prevent the collapse Collapse Reaction Trigger A Small or larger creature walks into either 5-foot-square at the westernmost end of the building; Effect The triggering creature falls and takes 50 bludgeoning damage, then an additional 10d6 bludgeoning damage as they and the building's falling timbers “land” in a devastating crash at area A1 . The creature can use the Grab an Edge reaction to avoid falling.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=298","weakness":{}}},{"_index":"aon18","_id":"hazard-299","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Several weeks of repair can rebuild the supports and remove the danger; at the GM's discretion, spells like wall of stone or wall of force can be used to augment the supports more quickly, although these spells are likely out of reach of the PCs at this point.","exclude_from_search":false,"fortitude_save":9,"hardness":10,"hardness_raw":"10 Support Hardness","hazard_type":"Environmental","hp":58,"hp_raw":"58 (BT 29), currently at 10 each)","id":"hazard-299","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Collapsing Bridge](/Hazards.aspx?ID=299)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 31, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 63</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAs a pillar collapses, the bridge itself groans and shakes, then crumbles into the river below.\r\n\r\n---\r\n\r\n**Stealth**\r\n+25 (or 0 if a PC has analyzed the supports and discovered they are on the verge of collapse)\r\n\r\n**Disable**\r\nSeveral weeks of repair can rebuild the supports and remove the danger; at the GM's discretion, spells like [_wall of stone_](/Spells.aspx?ID=365) or [_wall of force_](/Spells.aspx?ID=363) can be used to augment the supports more quickly, although these spells are likely out of reach of the PCs at this point.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +9, **Ref** +9\r\n\r\n**Support Hardness**\r\n10\r\n\r\n**HP**\r\n58 (BT 29), currently at 10 each)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A support is destroyed; **Effect** The bridge collapses. Any creature on the bridge between the red dotted lines falls 30 feet into water or onto land, taking damage as appropriate plus an additional 5d6 bludgeoning damage (DC 24 basic Reflex save) from falling debris; a creature within five feet of the red dotted line can try to Grab an Edge (DC 24 Reflex) to avoid falling.<br /> A creature under the bridge—either directly below it or within ten feet of it—must attempt a DC 24 Reflex save; a creature that's not directly under the bridge improves the result of their saving throw one degree.\r\n\r\n**Critical Success** The creature takes no damage.<br />\r\n**Success** The creature takes 2d8+9 bludgeoning damage.<br />\r\n**Failure** The creature takes 4d8+18 bludgeoning damage and is knocked [prone](/Conditions.aspx?ID=31).<br />\r\n**Critical Failure** The creature takes 8d8+18 bludgeoning damage, is knocked prone, and is [immobilized](/Conditions.aspx?ID=24) by fallen rubble from the collapsed bridge.","name":"Collapsing Bridge","rarity":"unique","reflex_save":9,"release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 31, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 63</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs a pillar collapses, the bridge itself groans and shakes, then crumbles into the river below.\r\n</summary>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 31"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 31, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 63</row>","speed":{},"spoilers":"Kingmaker","stealth":"+25 (or 0 if a PC has analyzed the supports and discovered they are on the verge of collapse)","summary":"As a pillar collapses, the bridge itself groans and shakes, then crumbles into the river below.","summary_markdown":"As a pillar collapses, the bridge itself groans and shakes, then crumbles into the river below.","text":" Collapsing Bridge Source Kingmaker Companion Guide pg. 31, Pathfinder #184: The Ghouls Hunger pg. 63 Complexity Simple As a pillar collapses, the bridge itself groans and shakes, then crumbles into the river below. --- Stealth +25 (or 0 if a PC has analyzed the supports and discovered they are on the verge of collapse) Disable Several weeks of repair can rebuild the supports and remove the danger; at the GM's discretion, spells like wall of stone or wall of force can be used to augment the supports more quickly, although these spells are likely out of reach of the PCs at this point. AC 21, Fort +9, Ref +9 Support Hardness 10 HP 58 (BT 29), currently at 10 each) Immunities critical hits, object immunities, precision damage Collapse Reaction Trigger A support is destroyed; Effect The bridge collapses. Any creature on the bridge between the red dotted lines falls 30 feet into water or onto land, taking damage as appropriate plus an additional 5d6 bludgeoning damage (DC 24 basic Reflex save) from falling debris; a creature within five feet of the red dotted line can try to Grab an Edge (DC 24 Reflex) to avoid falling. A creature under the bridge—either directly below it or within ten feet of it—must attempt a DC 24 Reflex save; a creature that's not directly under the bridge improves the result of their saving throw one degree. Critical Success The creature takes no damage. Success The creature takes 2d8+9 bludgeoning damage. Failure The creature takes 4d8+18 bludgeoning damage and is knocked prone. Critical Failure The creature takes 8d8+18 bludgeoning damage, is knocked prone, and is immobilized by fallen rubble from the collapsed bridge.","trait":["Environmental","Unique"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Unique](/Traits.aspx?ID=161)","trait_raw":["Environmental","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=299","weakness":{}}},{"_index":"aon18","_id":"hazard-300","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 23 Thievery to render the pressure plate nonfunctional, or DC 26 Perception to locate a hidden switch near the doors to area C3 that deactivates the pressure plate","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-300","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Hidden Pressure Plate](/Hazards.aspx?ID=300)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 65</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA hidden pressure plate causes the secret doors to areas C2a to open.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 26\r\n\r\n**Disable**\r\nDC 23 [Thievery](/Skills.aspx?ID=17) to render the pressure plate nonfunctional, or DC 26 Perception to locate a hidden switch near the doors to area C3 that deactivates the pressure plate\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Open Doors** <actions string=\"Reaction\" /> **Trigger** A creature steps onto the pressure plate; **Effect** The doors to the four C2a rooms open, allowing the goblin bat-dogs to roll Stealth for initiative instead of Perception.","name":"Hidden Pressure Plate","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA hidden pressure plate causes the secret doors to areas C2a to open.\r\n</summary>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 65"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 65</row>","speed":{},"stealth":"DC 26","summary":"A hidden pressure plate causes the secret doors to areas C2a to open.","summary_markdown":"A hidden pressure plate causes the secret doors to areas C2a to open.","text":" Hidden Pressure Plate Source Kingmaker Companion Guide pg. 65 Complexity Simple A hidden pressure plate causes the secret doors to areas C2a to open. --- Stealth DC 26 Disable DC 23 Thievery to render the pressure plate nonfunctional, or DC 26 Perception to locate a hidden switch near the doors to area C3 that deactivates the pressure plate Open Doors Reaction Trigger A creature steps onto the pressure plate; Effect The doors to the four C2a rooms open, allowing the goblin bat-dogs to roll Stealth for initiative instead of Perception.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=300","weakness":{}}},{"_index":"aon18","_id":"hazard-301","_score":4.0463834,"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 32 Thievery (expert) to bypass the magical triggers on the door, or dispel magic (5th level, counteract DC 29) to counteract the alarm.","exclude_from_search":false,"fortitude_save":24,"hardness":18,"hardness_raw":"18 Door Hardness","hazard_type":"Trap","hp":70,"hp_raw":"70 (BT 35)","id":"hazard-301","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":10,"markdown":"<title level=\"1\" right=\"Hazard 10\" pfs=\"\">[Locking Alarm](/Hazards.aspx?ID=301)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 76</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAny attempt to open the door without first tracing the symbol of Yhidothrus (an hourglass) on the door's face with a fingertip causes a glowing green ward to seal the door shut and raise an alarm.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 27 (master)\r\n\r\n**Disable**\r\nDC 32 [Thievery](/Skills.aspx?ID=17) (expert) to bypass the magical triggers on the door, or [_dispel magic_](/Spells.aspx?ID=78) (5th level, counteract DC 29) to counteract the alarm.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +24, **Ref** +16\r\n\r\n**Door Hardness**\r\n18\r\n\r\n**Door HP**\r\n70 (BT 35)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Lock and Shriek** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [occult](/Traits.aspx?ID=120)) **Trigger** A creature attempts to open or affect the door; **Effect** The religious symbol of Yhidothrus glows green on the door, sealing it shut while simultaneously shrieking like a tormented soul. This howl is audible in areas D1D4 and is loud enough in area D2 to rouse the bodaks.<br /> While the door remains locked, a DC 32 Athletics check can [Force it Open](/Actions.aspx?ID=34), or a DC 32 Thievery check can [Pick th Lock](/Actions.aspx?ID=70). The lock can also be removed with [dispel magic](/Domains.aspx?ID=19) (5th level, counteract DC 29).<br /> Once triggered, the alarm continues to shriek and the door remains locked until the hazard is disabled or the door is destroyed or opened. Tracing Yhidothrus's hourglass-shaped religious symbol on either side of the door with a fingertip disables the alarm and the locking ward.\n\n---\r\n**Reset**\r\nThe _locking alarm_ resets after 1 minute.","name":"Locking Alarm","rarity":"uncommon","reflex_save":16,"release_date":"2022-10-26","reset":"The <i>locking alarm</i> resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 76</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAny attempt to open the door without first tracing the symbol of Yhidothrus (an hourglass) on the door's face with a fingertip causes a glowing green …\r\n</summary>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 76"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 76</row>","speed":{},"spoilers":"Kingmaker","stealth":"DC 27 (master)","summary":"Any attempt to open the door without first tracing the symbol of Yhidothrus (an hourglass) on the door's face with a fingertip causes a glowing green …","summary_markdown":"Any attempt to open the door without first tracing the symbol of Yhidothrus (an hourglass) on the door's face with a fingertip causes a glowing green …","text":" Locking Alarm Source Kingmaker Companion Guide pg. 76 Complexity Simple Any attempt to open the door without first tracing the symbol of Yhidothrus (an hourglass) on the door's face with a fingertip causes a glowing green ward to seal the door shut and raise an alarm. --- Stealth DC 27 (master) Disable DC 32 Thievery (expert) to bypass the magical triggers on the door, or dispel magic (5th level, counteract DC 29) to counteract the alarm. AC 25, Fort +24, Ref +16 Door Hardness 18 Door HP 70 (BT 35) Immunities critical hits, object immunities, precision damage Lock and Shriek Reaction (abjuration, occult) Trigger A creature attempts to open or affect the door; Effect The religious symbol of Yhidothrus glows green on the door, sealing it shut while simultaneously shrieking like a tormented soul. This howl is audible in areas D1D4 and is loud enough in area D2 to rouse the bodaks. While the door remains locked, a DC 32 Athletics check can Force it Open, or a DC 32 Thievery check can Pick th Lock. The lock can also be removed with dispel magic (5th level, counteract DC 29). Once triggered, the alarm continues to shriek and the door remains locked until the hazard is disabled or the door is destroyed or opened. Tracing Yhidothrus's hourglass-shaped religious symbol on either side of the door with a fingertip disables the alarm and the locking ward. --- Reset The locking alarm resets after 1 minute.","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=301","weakness":{}}},{"_index":"aon18","_id":"hazard-302","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 34 Thievery (trained) to remove the glyph without triggering it, or dispel magic (7th level, counteract DC 34) to counteract the glyph.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-302","level":13,"markdown":"<title level=\"1\" right=\"Hazard 13\" pfs=\"\">[Glyph of Warding](/Hazards.aspx?ID=302)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 28, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 50</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn hourglass-shaped glyph flashes with mauve light, then seems to quickly drain its sand away, as if to indicate time has suddenly run out.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 34 (trained)\r\n\r\n**Disable**\r\nDC 34 [Thievery](/Skills.aspx?ID=17) (trained) to remove the glyph without triggering it, or [_dispel magic_](/Spells.aspx?ID=78) (7th level, counteract DC 34) to counteract the glyph.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Release Spell** <actions string=\"Reaction\" /> **Trigger** A creature attempting to open the desk drawer or the secret door to area D6 triggers the associated glyph; **Effect** The glyph of warding targets the creature with a [_spirit blast_](/Spells.aspx?ID=301) (save DC 34).","name":"Glyph of Warding","rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 28, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 50</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn hourglass-shaped glyph flashes with mauve light, then seems to quickly drain its sand away, as if to indicate time has suddenly run out.\r\n</summary>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 79"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 79, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 28, [Pathfinder #184: The Ghouls Hunger](/Sources.aspx?ID=147) pg. 50</row>","speed":{},"stealth":"DC 34 (trained)","summary":"An hourglass-shaped glyph flashes with mauve light, then seems to quickly drain its sand away, as if to indicate time has suddenly run out.","summary_markdown":"An hourglass-shaped glyph flashes with mauve light, then seems to quickly drain its sand away, as if to indicate time has suddenly run out.","text":" Glyph of Warding Source Kingmaker Companion Guide pg. 79, Pathfinder #184: The Ghouls Hunger pg. 28, Pathfinder #184: The Ghouls Hunger pg. 50 Complexity Simple An hourglass-shaped glyph flashes with mauve light, then seems to quickly drain its sand away, as if to indicate time has suddenly run out. --- Stealth DC 34 (trained) Disable DC 34 Thievery (trained) to remove the glyph without triggering it, or dispel magic (7th level, counteract DC 34) to counteract the glyph. Release Spell Reaction Trigger A creature attempting to open the desk drawer or the secret door to area D6 triggers the associated glyph; Effect The glyph of warding targets the creature with a spirit blast (save DC 34).","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=302","weakness":{}}},{"_index":"aon18","_id":"hazard-303","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 29 Religion (master) to offer prayers to Shelyn (a worshipper of Shelyn gains a +2 circumstance bonus to this check), or DC 33 Diplomacy (expert) to offer condolences and comforts to the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-303","level":11,"markdown":"<title level=\"1\" right=\"Hazard 11\" pfs=\"\">[Shelyn's Shame](/Hazards.aspx?ID=303)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 90</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe statue begins to weep, its tears running in rivulets down into the surrounding pool, filling all nearby with overwhelming shame and grief.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 33 (master) to notice tears beginning to run from the statues eyes\r\n\r\n**Disable**\r\nDC 29 [Religion](/Skills.aspx?ID=13) (master) to offer prayers to Shelyn (a worshipper of Shelyn gains a +2 circumstance bonus to this check), or DC 33 [Diplomacy](/Skills.aspx?ID=6) (expert) to offer condolences and comforts to the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Hope or Despair** <actions string=\"Reaction\" /> **Trigger** A Small or larger creature enters the pool or touches the statue; **Effect** The waters of the pool and the statue become infused with divine power. The triggering creature and all other creatures within 20 feet of that creature must attempt a DC 30 Will save. If the save is attempted by a worshipper of Shelyn, the result is automatically improved one degree.\r\n\r\n**Critical Success** Shelyn sees in the creature a chance to bring the shrine back to glory, and instead of filling them with despair, the haunt fills them with hope. In addition to being filled with an urge to defeat the evil that has infested the shrine, the creature has the urge to restore the shrine. Exact details as to the nature of the evil infesting the shrine aren't apparent other than to alert the character that there's certainly something dire within the shrine's walls. The creature need not act on these urges, but as long as they pursue either goal, they gain a +1 status bonus to all checks while remaining in the shrine's area. The GM determines whether or not a check counts toward this goal (at the very least, all combat checks made against foes in the rest of the adventure count).<br />\r\n**Success** The creature is unaffected.<br />\r\n**Failure** Feelings of sadness and despair well up in the creature's mind. For the next hour, the creature takes a 1 penalty to all saving throws against mental effects; this penalty increases to a 2 penalty against emotion mental effects. This effect has the [curse](/Traits.aspx?ID=38) trait.<br />\r\n**Critical Failure** As failure, but the effects persist as long as the green hag Tulvak remains in control of the shrine.","name":"Shelyn's Shame","rarity":"rare","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 90</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe statue begins to weep, its tears running in rivulets down into the surrounding pool, filling all nearby with overwhelming shame and grief.\r\n</summary>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 90"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 90</row>","speed":{},"spoilers":"Kingmaker","stealth":"DC 33 (master) to notice tears beginning to run from the statues eyes","summary":"The statue begins to weep, its tears running in rivulets down into the surrounding pool, filling all nearby with overwhelming shame and grief.","summary_markdown":"The statue begins to weep, its tears running in rivulets down into the surrounding pool, filling all nearby with overwhelming shame and grief.","text":" Shelyn's Shame Source Kingmaker Companion Guide pg. 90 Complexity Simple The statue begins to weep, its tears running in rivulets down into the surrounding pool, filling all nearby with overwhelming shame and grief. --- Stealth DC 33 (master) to notice tears beginning to run from the statues eyes Disable DC 29 Religion (master) to offer prayers to Shelyn (a worshipper of Shelyn gains a +2 circumstance bonus to this check), or DC 33 Diplomacy (expert) to offer condolences and comforts to the haunt Hope or Despair Reaction Trigger A Small or larger creature enters the pool or touches the statue; Effect The waters of the pool and the statue become infused with divine power. The triggering creature and all other creatures within 20 feet of that creature must attempt a DC 30 Will save. If the save is attempted by a worshipper of Shelyn, the result is automatically improved one degree. Critical Success Shelyn sees in the creature a chance to bring the shrine back to glory, and instead of filling them with despair, the haunt fills them with hope. In addition to being filled with an urge to defeat the evil that has infested the shrine, the creature has the urge to restore the shrine. Exact details as to the nature of the evil infesting the shrine aren't apparent other than to alert the character that there's certainly something dire within the shrine's walls. The creature need not act on these urges, but as long as they pursue either goal, they gain a +1 status bonus to all checks while remaining in the shrine's area. The GM determines whether or not a check counts toward this goal (at the very least, all combat checks made against foes in the rest of the adventure count). Success The creature is unaffected. Failure Feelings of sadness and despair well up in the creature's mind. For the next hour, the creature takes a 1 penalty to all saving throws against mental effects; this penalty increases to a 2 penalty against emotion mental effects. This effect has the curse trait. Critical Failure As failure, but the effects persist as long as the green hag Tulvak remains in control of the shrine.","trait":["Haunt","Rare"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88), [Rare](/Traits.aspx?ID=137)","trait_raw":["Haunt","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=303","weakness":{}}},{"_index":"aon18","_id":"hazard-304","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 16 Survival (untrained) to collapse safely; DC 20 Crafting (trained) to shore it up enough to pass over without collapsing it","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-304","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Cracked Earth](/Hazards.aspx?ID=304)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 231</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (trained)\r\n\r\n**Disable**\r\nDC 16 [Survival](/Skills.aspx?ID=16) (untrained) to collapse safely; DC 20 [Crafting](/Skills.aspx?ID=4) (trained) to shore it up enough to pass over without collapsing it\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Long Fall** <actions string=\"Reaction\" /> **Trigger** A creature steps onto the cracked earth; **Effect** The creature fractures the thin crust of earth and falls through. That creature can use the [Grab an Edge](/Actions.aspx?ID=95) reaction to avoid falling, as long as it is adjacent to an edge. Otherwise it takes [falling damage](/Rules.aspx?ID=402) (typically 25 bludgeoning damage for a 50-foot drop). Some of these rifts eventually lead to the Darklands.","name":"Cracked Earth","rarity":"common","release_date":"2022-11-16","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 231</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it.\r\n</summary>","source":["Impossible Lands"],"source_raw":["Impossible Lands pg. 231"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Impossible Lands](/Sources.aspx?ID=146) pg. 231</row>","speed":{},"stealth":"DC 22 (trained)","summary":"This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it.","summary_markdown":"This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it.","text":" Cracked Earth Source Impossible Lands pg. 231 Complexity Simple This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it. --- Stealth DC 22 (trained) Disable DC 16 Survival (untrained) to collapse safely; DC 20 Crafting (trained) to shore it up enough to pass over without collapsing it Long Fall Reaction Trigger A creature steps onto the cracked earth; Effect The creature fractures the thin crust of earth and falls through. That creature can use the Grab an Edge reaction to avoid falling, as long as it is adjacent to an edge. Otherwise it takes falling damage (typically 25 bludgeoning damage for a 50-foot drop). Some of these rifts eventually lead to the Darklands.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=304","weakness":{}}},{"_index":"aon18","_id":"hazard-305","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 26 Arcana (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently. Spellcasters and magic items fed to the whorl are devoured whole.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-305","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Mana Whorl](/Hazards.aspx?ID=305)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 231</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThis 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink blooms, and at least one carnivorous red-chested magpie is always nearby.\r\n\r\n---\r\n\r\n**Stealth**\r\n+14 (trained) to identify as dangerous quicksand; +20 (expert) to recognize its magical properties\r\n\r\n**Disable**\r\nDC 26 [Arcana](/Skills.aspx?ID=2) (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently. Spellcasters and magic items fed to the whorl are devoured whole.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Submerge** <actions string=\"Reaction\" /> **Trigger** A creature who can cast spells, or who is wielding a magic item, walks into the mana whorl; **Effect** The triggering creature sinks into the whorl to its waist. The whorl rolls initiative if it hasn't already\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid [suffocation](/Rules.aspx?ID=468). If a creature has no spells or magic items, the mana whorl is merely difficult terrain.<br /> A creature caught in a mana whorl can attempt a DC 23 [Athletics](/Skills.aspx?ID=3) check to [Swim](/Actions.aspx?ID=39) to either raise itself by one step if submerged to the neck or worse, or to move 5 feet if submerged only to the waist. On a critical failure, the creature is pulled down by one step. A creature that Swims out of the whorl escapes the hazard and is prone in a space adjacent to the whorl. Other creatures can [Aid](/Actions.aspx?ID=75) the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 23 Athletics check, with the same results as if the creature attempted the check.<br /> If a creature has only magic items and no ability to cast spells, dropping all the items releases that creature, and it can move through the mana whorl as normal difficult terrain.\r\n\r\n---\r\n**Reset**\r\nThe hazard continues to suck in anyone with magic until it is satiated (see Disable above). Magpies leave any satiated whorls.","name":"Mana Whorl","rarity":"common","release_date":"2022-11-16","reset":"The hazard continues to suck in anyone with magic until it is satiated (see Disable above). Magpies leave any satiated whorls.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 231</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink …\r\n</summary>","source":["Impossible Lands"],"source_raw":["Impossible Lands pg. 231"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Impossible Lands](/Sources.aspx?ID=146) pg. 231</row>","speed":{},"stealth":"+14 (trained) to identify as dangerous quicksand; +20 (expert) to recognize its magical properties","summary":"This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink …","summary_markdown":"This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink …","text":" Mana Whorl Source Impossible Lands pg. 231 Complexity Complex This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink blooms, and at least one carnivorous red-chested magpie is always nearby. --- Stealth +14 (trained) to identify as dangerous quicksand; +20 (expert) to recognize its magical properties Disable DC 26 Arcana (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently. Spellcasters and magic items fed to the whorl are devoured whole. Submerge Reaction Trigger A creature who can cast spells, or who is wielding a magic item, walks into the mana whorl; Effect The triggering creature sinks into the whorl to its waist. The whorl rolls initiative if it hasn't already --- Routine (1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid suffocation. If a creature has no spells or magic items, the mana whorl is merely difficult terrain. A creature caught in a mana whorl can attempt a DC 23 Athletics check to Swim to either raise itself by one step if submerged to the neck or worse, or to move 5 feet if submerged only to the waist. On a critical failure, the creature is pulled down by one step. A creature that Swims out of the whorl escapes the hazard and is prone in a space adjacent to the whorl. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 23 Athletics check, with the same results as if the creature attempted the check. If a creature has only magic items and no ability to cast spells, dropping all the items releases that creature, and it can move through the mana whorl as normal difficult terrain. --- Reset The hazard continues to suck in anyone with magic until it is satiated (see Disable above). Magpies leave any satiated whorls.","trait":["Complex","Environmental","Magical"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103)","trait_raw":["Complex","Environmental","Magical"],"type":"Hazard","url":"/Hazards.aspx?ID=305","weakness":{}}},{"_index":"aon18","_id":"hazard-306","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"ac":16,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 15 Arcana (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 Nature (trained) to carefully coax the pitcher into quiescence","exclude_from_search":false,"fortitude_save":11,"hazard_type":"Environmental","hp":40,"hp_raw":"40 (BT 20)","id":"hazard-306","immunity":["mental"],"immunity_markdown":"[mental](/Traits.aspx?ID=106)","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Spell Pitchers](/Hazards.aspx?ID=306)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 232</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained) to recognize the plant among others\r\n\r\n**Disable**\r\nDC 15 [Arcana](/Skills.aspx?ID=2) (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 [Nature](/Skills.aspx?ID=10) (trained) to carefully coax the pitcher into quiescence\n\n<column gap=\"tiny\">\r\n\r\n**AC** 16, **Fort** +11, **Ref** +5\n\n**HP**\r\n40 (BT 20)\r\n\r\n**Immunities**\r\n[mental](/Traits.aspx?ID=106)\r\n\r\n**Weaknesses**\r\nslashing 10\n\n</column>\r\n\r\n**Devour Magic** <actions string=\"Reaction\" /> **Trigger** A spell's direct line of effect passes within a 5-foot-radius of the plant; **Effect** The pitcher attempts to [counteract](/Rules.aspx?ID=371) the spell (counteract level 1, counteract modifier +10). On a success, the pitcher immediately consumes the spell as it passes over the plant.\n\n---\r\n**Reset**\r\nOnce the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell level of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts. A second pitcher branches into an adjacent square when the first pitcher opens again.","name":"Spell Pitchers","rarity":"common","reflex_save":5,"release_date":"2022-11-16","reset":"Once the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell level of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts. A second pitcher branches into an adjacent square when the first pitcher opens again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 232</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open.\r\n</summary>","source":["Impossible Lands"],"source_raw":["Impossible Lands pg. 232"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Impossible Lands](/Sources.aspx?ID=146) pg. 232</row>","speed":{},"stealth":"DC 20 (trained) to recognize the plant among others","summary":"A large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open.","summary_markdown":"A large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open.","text":" Spell Pitchers Source Impossible Lands pg. 232 Complexity Simple A large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open. --- Stealth DC 20 (trained) to recognize the plant among others Disable DC 15 Arcana (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 Nature (trained) to carefully coax the pitcher into quiescence AC 16, Fort +11, Ref +5 HP 40 (BT 20) Immunities mental Weaknesses slashing 10 Devour Magic Reaction Trigger A spell's direct line of effect passes within a 5-foot-radius of the plant; Effect The pitcher attempts to counteract the spell (counteract level 1, counteract modifier +10). On a success, the pitcher immediately consumes the spell as it passes over the plant. --- Reset Once the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell level of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts. A second pitcher branches into an adjacent square when the first pitcher opens again.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=306","weakness":{"slashing":10},"weakness_markdown":"slashing 10","weakness_raw":"slashing 10"}},{"_index":"aon18","_id":"hazard-307","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Nature DC 42 (master) to note the magical nature of the storm and to perform a quick ritual and prayer to the fey spirits of the region to cause the tempest to disperse, or dispel magic (9th level, counteract DC 36) to counteract the tempest immediately.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-307","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Nyrissa's Tempest](/Hazards.aspx?ID=307)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 351</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nSudden dark clouds gather in the sky above, and moments later, blasts of lightning and swirling tornadoes begin to rip the landscape apart.\r\n\r\n---\r\n\r\n**Stealth**\r\n+32 (expert)\r\n\r\n**Disable**\r\n[Nature](/Skills.aspx?ID=10) DC 42 (master) to note the magical nature of the storm and to perform a quick ritual and prayer to the fey spirits of the region to cause the tempest to disperse, or [_dispel magic_](/Spells.aspx?ID=78) (9th level, [counteract](/Rules.aspx?ID=371) DC 36) to counteract the tempest immediately.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Raging Storm** <actions string=\"Reaction\" /> **Trigger** The PCs fail an attempt to Disable the tempest, or 10 minutes pass without any attempt to leave the area (whichever comes first); **Effect** Bolts of lightning lance down from above. If the PCs managed to succeed at a [Survival](/Skills.aspx?ID=16) check to prepare for the storm, their armies are protected and only one PC (determined randomly) is targeted by this bolt, otherwise all PCs and armies are targeted by bolts. Against PCs, the bolt inflicts 10d6 electricity damage (DC 38 [basic](/Rules.aspx?ID=329) Reflex save). Against armies, the bolt inflicts 1 point of damage (DC 30 Mobility check negates). Then, whether or not the PCs managed to take shelter, roll initiative for Nyrissa's Tempest.\n\n---\r\n**Routine**\r\n(4 actions) If the PCs successfully sought shelter with a Survival check, the storm takes no actions if the GM fails a DC 16 flat check. Otherwise, the storm takes four of the following actions, each determined by rolling a d4, during the round. On each successive round, the number of actions the storm takes is reduced by 1; when the storm is reduced to 0 actions in this way, the hazard ends. <ol><li>**Thunderclap** A blast of sound rips through the region. Unsheltered armies must attempt a DC 30 Morale check or increase their [shaken](/Conditions.aspx?ID=56) value by 1. Unsheltered PCs take 10d6 sonic damage (DC 38 [basic](/Rules.aspx?ID=329) Fortitude save).</li> <li>**Lightning** The tempest takes its Raging Storm reaction as a single action.</li> <li>**Tornado** A tornado funnel extends down from the storm to unerringly strike at a PC, who must attempt a DC 38 Fortitude save.\n\n**Critical Success** The PC escapes unscathed.<br />\n**Success** The PC is knocked [prone](/Conditions.aspx?ID=31) and takes 8d6 bludgeoning damage.<br />\n**Failure** The PC is hurled through the air, taking 8d6 bludgeoning damage and then falling 1d6×10 feet for appropriate [falling damage](/Rules.aspx?ID=402), landing prone.<br />\n**Critical Failure** As failure, but 8d6 bludgeoning damage and a fall of 2d8 × 10 feet.</li> <li>**Renewal** Blasts of wind tear through the area but do no real damage. Attempt a DC 11 flat check; on a success, the number of actions the storm takes next round is not reduced as usual.</li>","name":"Nyrissa's Tempest","rarity":"rare","release_date":"2022-10-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 351</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSudden dark clouds gather in the sky above, and moments later, blasts of lightning and swirling tornadoes begin to rip the landscape apart.\r\n</summary>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 351"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 351</row>","speed":{},"spoilers":"Kingmaker","stealth":"+32 (expert)","summary":"Sudden dark clouds gather in the sky above, and moments later, blasts of lightning and swirling tornadoes begin to rip the landscape apart.","summary_markdown":"Sudden dark clouds gather in the sky above, and moments later, blasts of lightning and swirling tornadoes begin to rip the landscape apart.","text":" Nyrissa's Tempest Source Kingmaker Adventure Path pg. 351 Complexity Complex Sudden dark clouds gather in the sky above, and moments later, blasts of lightning and swirling tornadoes begin to rip the landscape apart. --- Stealth +32 (expert) Disable Nature DC 42 (master) to note the magical nature of the storm and to perform a quick ritual and prayer to the fey spirits of the region to cause the tempest to disperse, or dispel magic (9th level, counteract DC 36) to counteract the tempest immediately. Raging Storm Reaction Trigger The PCs fail an attempt to Disable the tempest, or 10 minutes pass without any attempt to leave the area (whichever comes first); Effect Bolts of lightning lance down from above. If the PCs managed to succeed at a Survival check to prepare for the storm, their armies are protected and only one PC (determined randomly) is targeted by this bolt, otherwise all PCs and armies are targeted by bolts. Against PCs, the bolt inflicts 10d6 electricity damage (DC 38 basic Reflex save). Against armies, the bolt inflicts 1 point of damage (DC 30 Mobility check negates). Then, whether or not the PCs managed to take shelter, roll initiative for Nyrissa's Tempest. --- Routine (4 actions) If the PCs successfully sought shelter with a Survival check, the storm takes no actions if the GM fails a DC 16 flat check. Otherwise, the storm takes four of the following actions, each determined by rolling a d4, during the round. On each successive round, the number of actions the storm takes is reduced by 1; when the storm is reduced to 0 actions in this way, the hazard ends. Thunderclap A blast of sound rips through the region. Unsheltered armies must attempt a DC 30 Morale check or increase their shaken value by 1. Unsheltered PCs take 10d6 sonic damage (DC 38 basic Fortitude save). Lightning The tempest takes its Raging Storm reaction as a single action. Tornado A tornado funnel extends down from the storm to unerringly strike at a PC, who must attempt a DC 38 Fortitude save. Critical Success The PC escapes unscathed. Success The PC is knocked prone and takes 8d6 bludgeoning damage. Failure The PC is hurled through the air, taking 8d6 bludgeoning damage and then falling 1d6×10 feet for appropriate falling damage, landing prone. Critical Failure As failure, but 8d6 bludgeoning damage and a fall of 2d8 × 10 feet. Renewal Blasts of wind tear through the area but do no real damage. Attempt a DC 11 flat check; on a success, the number of actions the storm takes next round is not reduced as usual. ","trait":["Complex","Environmental","Magical","Rare"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137)","trait_raw":["Complex","Environmental","Magical","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=307","weakness":{}}},{"_index":"aon18","_id":"hazard-308","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Thievery (master) to deface the script without triggering, DC 47 Arcana (master) to redirect the magical energy, or DC 46 Religion (master) to quote Pharasmin prayers","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-308","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[The Cleansing Hall](/Hazards.aspx?ID=308)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Force\" url=\"/Traits.aspx?ID=75\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 9</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe hall's entry and exit seal with a force barrier, then waves of force surge through the hall.\r\n\r\n---\r\n\r\n**Stealth**\r\n+29 (master)\r\n\r\n**Disable**\r\nDC 48 [Thievery](/Skills.aspx?ID=17) (master) to deface the script without triggering, DC 47 [Arcana](/Skills.aspx?ID=2) (master) to redirect the magical energy, or DC 46 [Religion](/Skills.aspx?ID=13) (master) to quote [Pharasmin](/Deities.aspx?ID=14) prayers\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Force Barrier** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [divine](/Traits.aspx?ID=48), [force](/Traits.aspx?ID=75)) **Trigger** A creature reaches the hall's midpoint; **Effect** Force barriers seal the hall's entrance and exit for 1 minute. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) A wave of force flows down the hall from north to south, dealing 3d10+20 force damage to each creature in the corridor. Each creature must attempt a DC 40 [basic](/Rules.aspx?ID=329) Reflex save. On a failure, a creature is pushed back 5 feet (10 feet on a critical failure). If this movement would cause a creature to hit another creature, both creatures take 1d6 bludgeoning damage. If this movement would cause a creature to hit a force barrier, the creature takes 2d6 bludgeoning damage. [Animals](/Traits.aspx?ID=9), [plants](/Traits.aspx?ID=125), and worshippers of Pharasma are immune to this force damage.\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets after 1 minute.","name":"The Cleansing Hall","rarity":"rare","release_date":"2022-12-14","reset":"The trap deactivates and resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Force\" url=\"/Traits.aspx?ID=75\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 9</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe hall's entry and exit seal with a force barrier, then waves of force surge through the hall.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 9"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 9</row>","speed":{},"spoilers":"Blood Lords","stealth":"+29 (master)","summary":"The hall's entry and exit seal with a force barrier, then waves of force surge through the hall.","summary_markdown":"The hall's entry and exit seal with a force barrier, then waves of force surge through the hall.","text":" The Cleansing Hall Source Pathfinder #186: Ghost King's Rage pg. 9 Complexity Complex The hall's entry and exit seal with a force barrier, then waves of force surge through the hall. --- Stealth +29 (master) Disable DC 48 Thievery (master) to deface the script without triggering, DC 47 Arcana (master) to redirect the magical energy, or DC 46 Religion (master) to quote Pharasmin prayers Force Barrier Reaction (abjuration, divine, force) Trigger A creature reaches the hall's midpoint; Effect Force barriers seal the hall's entrance and exit for 1 minute. The trap then rolls initiative. --- Routine (1 action) A wave of force flows down the hall from north to south, dealing 3d10+20 force damage to each creature in the corridor. Each creature must attempt a DC 40 basic Reflex save. On a failure, a creature is pushed back 5 feet (10 feet on a critical failure). If this movement would cause a creature to hit another creature, both creatures take 1d6 bludgeoning damage. If this movement would cause a creature to hit a force barrier, the creature takes 2d6 bludgeoning damage. Animals, plants, and worshippers of Pharasma are immune to this force damage. --- Reset The trap deactivates and resets after 1 minute.","trait":["Complex","Force","Magical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Force](/Traits.aspx?ID=75), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Force","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=308","weakness":{}}},{"_index":"aon18","_id":"hazard-309","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 43 Nature (master) to calm the birds, DC 45 Occultism (master) to alter your aura, or DC 45 Performance (master) to imitate the living","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-309","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Avian Rage](/Hazards.aspx?ID=309)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 11</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nHundreds of panicked whippoorwills swarm through the area.\r\n\r\n---\r\n\r\n**Stealth**\r\n+45 (master)\r\n\r\n**Disable**\r\nDC 43 [Nature](/Skills.aspx?ID=10) (master) to calm the birds, DC 45 [Occultism](/Skills.aspx?ID=11) (master) to alter your aura, or DC 45 [Performance](/Skills.aspx?ID=12) (master) to imitate the living\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Panic!** <actions string=\"Reaction\" /> ([sonic](/Traits.aspx?ID=147)) **Trigger** An [undead](/Traits.aspx?ID=160) or a creature with [negative healing](/MonsterAbilities.aspx?ID=42) enters the garden; **Effect** The birds screech in panic, dealing 3d12+20 sonic damage to all creatures in the garden (DC 44 [basic](/Rules.aspx?ID=329) Fortitude save). On a failure, the creature becomes [stunned 1](/Conditions.aspx?ID=36) (stunned 3 on a critical failure). The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The birds swarm wildly through the garden, pecking and slashing at all undead creatures and creatures with negative healing in the garden, dealing 3d10+20 slashing damage and 1d10 [persistent bleed damage](/Conditions.aspx?ID=29) (DC 44 [basic](/Rules.aspx?ID=329) Reflex save).\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets if 1 minute passes without any undead or creatures with negative healing in the garden.","name":"Avian Rage","rarity":"rare","release_date":"2022-12-14","reset":"The trap deactivates and resets if 1 minute passes without any undead or creatures with negative healing in the garden.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 11</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHundreds of panicked whippoorwills swarm through the area.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 11"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 11</row>","speed":{},"spoilers":"Blood Lords","stealth":"+45 (master)","summary":"Hundreds of panicked whippoorwills swarm through the area.","summary_markdown":"Hundreds of panicked whippoorwills swarm through the area.","text":" Avian Rage Source Pathfinder #186: Ghost King's Rage pg. 11 Complexity Complex Hundreds of panicked whippoorwills swarm through the area. --- Stealth +45 (master) Disable DC 43 Nature (master) to calm the birds, DC 45 Occultism (master) to alter your aura, or DC 45 Performance (master) to imitate the living Panic! Reaction (sonic) Trigger An undead or a creature with negative healing enters the garden; Effect The birds screech in panic, dealing 3d12+20 sonic damage to all creatures in the garden (DC 44 basic Fortitude save). On a failure, the creature becomes stunned 1 (stunned 3 on a critical failure). The trap then rolls initiative. --- Routine (1 action) The birds swarm wildly through the garden, pecking and slashing at all undead creatures and creatures with negative healing in the garden, dealing 3d10+20 slashing damage and 1d10 persistent bleed damage (DC 44 basic Reflex save). --- Reset The trap deactivates and resets if 1 minute passes without any undead or creatures with negative healing in the garden.","trait":["Complex","Environmental","Rare"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Rare](/Traits.aspx?ID=137)","trait_raw":["Complex","Environmental","Rare"],"type":"Hazard","url":"/Hazards.aspx?ID=309","weakness":{}}},{"_index":"aon18","_id":"hazard-310","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":40,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 40 Arcana (master) to disenchant each sigil (can be done from either side of the reception desk), DC 43 Thievery (master) twice to disable the console (can only be done while behind the reception desk), or dispel magic (8th level; counteract DC 40) to counteract each sigil; prevent Noph from pressing the buttons by gaining access to the reception desk or other methods","exclude_from_search":false,"fortitude_save":32,"hardness":28,"hardness_raw":"28 Console Hardness","hazard_type":"Trap","hp":110,"hp_raw":"110 (BT 55)","id":"hazard-310","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Button Mash](/Hazards.aspx?ID=310)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 20</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe room floods with harmful effects by pressing a magic sigil on a console. Each sigil causes different results. There are six sigils on the console.\r\n\r\n---\r\n\r\n**Stealth**\r\n+24 (master)\r\n\r\n**Disable**\r\nDC 40 [Arcana](/Skills.aspx?ID=2) (master) to disenchant each sigil (can be done from either side of the reception desk), DC 43 [Thievery](/Skills.aspx?ID=17) (master) twice to disable the console (can only be done while behind the reception desk), or [_dispel magic_](/Spells.aspx?ID=78) (8th level; counteract DC 40) to [counteract](/Rules.aspx?ID=371) each sigil; prevent Noph from pressing the buttons by gaining access to the reception desk or other methods\n\n<column gap=\"tiny\">\r\n\r\n**AC** 40, **Fort** +32, **Ref** +26\r\n\r\n**Console Hardness**\r\n28\r\n\r\n**Console HP**\r\n110 (BT 55)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Lockdown** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [force](/Traits.aspx?ID=75)) **Trigger** Noph or another creature arms the trap by pressing a sigil on the console; **Effect** A barrier of force forms from floor to ceiling surrounding the reception desk. The DC to counteract this barrier with dispel magic is 43. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) Noph frantically pecks and stomps on the console, using each action to press a random sigil. Roll 1d6 to determine which sigil Noph presses. Psychopomps are immune to the effects of these sigils. <ol><li>The area is flooded with holy light, dealing 3d12+19 positive damage to each creature in the area (DC 43 [basic](/Rules.aspx?ID=329) Reflex save).</li><li>The area is flooded with unholy darkness, dealing 3d12+19 negative damage to each creature in the area (DC 43 [basic](/Rules.aspx?ID=329) Reflex save).</li><li>The area is flooded with blue flames, dealing 3d10+19 fire damage to each creature in the area (DC 43 [basic](/Rules.aspx?ID=329) Reflex save). On a critical failure, a creature additionally takes 1d10 [persistent fire damage](/Conditions.aspx?ID=29).</li><li>A comet streaks through the area, attacking the nearest creature to Noph with a comet Strike.</li><li>Force tethers sprout from the floor, grasping at intruders. Each creature in the area is [immobilized](/Conditions.aspx?ID=24) for 1 round unless they succeed at a DC 43 Fortitude save.</li><li>Ghostly blue mist surrounds each [psychopomp](/MonsterFamilies.aspx?ID=83) in the area, healing them 3d8+19 HP and granting them [concealment](/Conditions.aspx?ID=4) for 1 round.</li></ol> **Ranged** <actions string=\"Single Action\" /> comet +33, **Damage** 3d12+19 bludgeoning","name":"Button Mash","rarity":"rare","reflex_save":26,"release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 20</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe room floods with harmful effects by pressing a magic sigil on a console. Each sigil causes different results. There are six sigils on the console.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 20"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 20</row>","speed":{},"spoilers":"Blood Lords","stealth":"+24 (master)","summary":"The room floods with harmful effects by pressing a magic sigil on a console. Each sigil causes different results. There are six sigils on the console.","summary_markdown":"The room floods with harmful effects by pressing a magic sigil on a console. Each sigil causes different results. There are six sigils on the console.","text":" Button Mash Source Pathfinder #186: Ghost King's Rage pg. 20 Complexity Complex The room floods with harmful effects by pressing a magic sigil on a console. Each sigil causes different results. There are six sigils on the console. --- Stealth +24 (master) Disable DC 40 Arcana (master) to disenchant each sigil (can be done from either side of the reception desk), DC 43 Thievery (master) twice to disable the console (can only be done while behind the reception desk), or dispel magic (8th level; counteract DC 40) to counteract each sigil; prevent Noph from pressing the buttons by gaining access to the reception desk or other methods AC 40, Fort +32, Ref +26 Console Hardness 28 Console HP 110 (BT 55) Immunities critical hits, object immunities, precision damage Lockdown Reaction (abjuration, force) Trigger Noph or another creature arms the trap by pressing a sigil on the console; Effect A barrier of force forms from floor to ceiling surrounding the reception desk. The DC to counteract this barrier with dispel magic is 43. The trap then rolls initiative. --- Routine (2 actions) Noph frantically pecks and stomps on the console, using each action to press a random sigil. Roll 1d6 to determine which sigil Noph presses. Psychopomps are immune to the effects of these sigils. The area is flooded with holy light, dealing 3d12+19 positive damage to each creature in the area (DC 43 basic Reflex save). The area is flooded with unholy darkness, dealing 3d12+19 negative damage to each creature in the area (DC 43 basic Reflex save). The area is flooded with blue flames, dealing 3d10+19 fire damage to each creature in the area (DC 43 basic Reflex save). On a critical failure, a creature additionally takes 1d10 persistent fire damage. A comet streaks through the area, attacking the nearest creature to Noph with a comet Strike. Force tethers sprout from the floor, grasping at intruders. Each creature in the area is immobilized for 1 round unless they succeed at a DC 43 Fortitude save. Ghostly blue mist surrounds each psychopomp in the area, healing them 3d8+19 HP and granting them concealment for 1 round. Ranged Single Action comet +33, Damage 3d12+19 bludgeoning","trait":["Complex","Magical","Mechanical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Mechanical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=310","weakness":{}}},{"_index":"aon18","_id":"hazard-311","_score":4.0463834,"_source":{"ac":40,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 43 Arcana or Religion (master) to reweave the magic within each pillar, DC 46 Thievery (master) to disable each pillar, or dispel magic (8th level; counteract DC 43) to counteract each pillar","exclude_from_search":false,"fortitude_save":32,"hardness":29,"hardness_raw":"29 Pillar Hardness","hazard_type":"Trap","hp":114,"hp_raw":"114 (BT 57)","id":"hazard-311","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":17,"markdown":"<title level=\"1\" right=\"Hazard 17\" pfs=\"\">[Soul Stasis](/Hazards.aspx?ID=311)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 22</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour steel pillars emit pulsing energy to slow souls' processes.\r\n\r\n---\r\n\r\n**Stealth**\r\n+33 (master)\r\n\r\n**Disable**\r\nDC 43 [Arcana](/Skills.aspx?ID=2) or [Religion](/Skills.aspx?ID=13) (master) to reweave the magic within each pillar, DC 46 [Thievery](/Skills.aspx?ID=17) (master) to disable each pillar, or [_dispel magic_](/Spells.aspx?ID=78) (8th level; [counteract](/Rules.aspx?ID=371) DC 43) to counteract each pillar\n\n<column gap=\"tiny\">\r\n\r\n**AC** 40, **Fort** +32, **Ref** +26\r\n\r\n**Pillar Hardness**\r\n29\r\n\r\n**Pillar HP**\r\n114 (BT 57)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Pulse** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48)) **Trigger** A soul or creature with a soul enters the area; **Effect** The steel pillars activate with an audible hum that resonates with spirits. Each non-[psychopomp](/MonsterFamilies.aspx?ID=83) creature with a soul is [stunned 3](/Conditions.aspx?ID=36) unless they succeed at a DC 43 Will save. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) This trap loses 1 action each turn for each disabled pillar. Each pillar uses 1 action to emit a 30-foot-radius burst of inhibiting energy that slows souls. Each non-psychopomp creature with a soul in the area is [slowed 1](/Conditions.aspx?ID=35) unless they succeed at a DC 43 Fortitude save.\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets if 1 minute passes without any souls in the area.","name":"Soul Stasis","rarity":"uncommon","reflex_save":26,"release_date":"2022-12-14","reset":"The trap deactivates and resets if 1 minute passes without any souls in the area.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 22</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour steel pillars emit pulsing energy to slow souls' processes.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 22"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 22</row>","speed":{},"spoilers":"Blood Lords","stealth":"+33 (master)","summary":"Four steel pillars emit pulsing energy to slow souls' processes.","summary_markdown":"Four steel pillars emit pulsing energy to slow souls' processes.","text":" Soul Stasis Source Pathfinder #186: Ghost King's Rage pg. 22 Complexity Complex Four steel pillars emit pulsing energy to slow souls' processes. --- Stealth +33 (master) Disable DC 43 Arcana or Religion (master) to reweave the magic within each pillar, DC 46 Thievery (master) to disable each pillar, or dispel magic (8th level; counteract DC 43) to counteract each pillar AC 40, Fort +32, Ref +26 Pillar Hardness 29 Pillar HP 114 (BT 57) Immunities critical hits, object immunities, precision damage Pulse Reaction (divine) Trigger A soul or creature with a soul enters the area; Effect The steel pillars activate with an audible hum that resonates with spirits. Each non-psychopomp creature with a soul is stunned 3 unless they succeed at a DC 43 Will save. The trap then rolls initiative. --- Routine (4 actions) This trap loses 1 action each turn for each disabled pillar. Each pillar uses 1 action to emit a 30-foot-radius burst of inhibiting energy that slows souls. Each non-psychopomp creature with a soul in the area is slowed 1 unless they succeed at a DC 43 Fortitude save. --- Reset The trap deactivates and resets if 1 minute passes without any souls in the area.","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=311","weakness":{}}},{"_index":"aon18","_id":"hazard-312","_score":4.0463834,"_source":{"ac":36,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 42 Religion (master) to command each comet to disperse with Pharasmin prayers, or dispel magic (8th level; counteract DC 42) to counteract each comet","exclude_from_search":false,"fortitude_save":25,"hardness":25,"hardness_raw":"25 Comet Hardness","hazard_type":"Trap","hp":100,"hp_raw":"100 (BT 50)","id":"hazard-312","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":16,"markdown":"<title level=\"1\" right=\"Hazard 16\" pfs=\"\">[Spiraling Comets](/Hazards.aspx?ID=312)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 24</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree blue comets orbiting the room turn red and attack when intruders enter.\r\n\r\n---\r\n\r\n**Stealth**\r\n+32 (master)\r\n\r\n**Disable**\r\nDC 42 [Religion](/Skills.aspx?ID=13) (master) to command each comet to disperse with [Pharasmin](/Deities.aspx?ID=14) prayers, or [_dispel magic_](/Spells.aspx?ID=78) (8th level; [counteract](/Rules.aspx?ID=371) DC 42) to counteract each comet\n\n<column gap=\"tiny\">\r\n\r\n**AC** 36, **Fort** +25, **Ref** +30\r\n\r\n**Comet Hardness**\r\n25\r\n\r\n**Comet HP**\r\n100 (BT 50)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Intruder Alert** <actions string=\"Reaction\" /> ([divination](/Traits.aspx?ID=47), [divine](/Traits.aspx?ID=48)) **Trigger** An intruder enters the room; **Effect** The comets change from blue to red in color. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(3 action) The trap loses 1 action each turn for each comet disabled, counteracted, or destroyed. Each comet uses 1 action to attack the nearest intruder with a comet Strike.<br /> **Ranged** <actions string=\"Single Action\" /> comet +32; **Damage** 2d12+18 bludgeoning plus 1d12 fire\r\n\r\n---\r\n**Reset**\r\nThe trap resets after 1 hour.","name":"Spiraling Comets","rarity":"uncommon","reflex_save":30,"release_date":"2022-12-14","reset":"The trap resets after 1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 24</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree blue comets orbiting the room turn red and attack when intruders enter.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 24"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 24</row>","speed":{},"spoilers":"Blood Lords","stealth":"+32 (master)","summary":"Three blue comets orbiting the room turn red and attack when intruders enter.","summary_markdown":"Three blue comets orbiting the room turn red and attack when intruders enter.","text":" Spiraling Comets Source Pathfinder #186: Ghost King's Rage pg. 24 Complexity Complex Three blue comets orbiting the room turn red and attack when intruders enter. --- Stealth +32 (master) Disable DC 42 Religion (master) to command each comet to disperse with Pharasmin prayers, or dispel magic (8th level; counteract DC 42) to counteract each comet AC 36, Fort +25, Ref +30 Comet Hardness 25 Comet HP 100 (BT 50) Immunities critical hits, object immunities, precision damage Intruder Alert Reaction (divination, divine) Trigger An intruder enters the room; Effect The comets change from blue to red in color. The trap then rolls initiative. --- Routine (3 action) The trap loses 1 action each turn for each comet disabled, counteracted, or destroyed. Each comet uses 1 action to attack the nearest intruder with a comet Strike. Ranged Single Action comet +32; Damage 2d12+18 bludgeoning plus 1d12 fire --- Reset The trap resets after 1 hour.","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=312","weakness":{}}},{"_index":"aon18","_id":"hazard-313","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 47 Thievery (legendary) to destroy the ward, dispel magic (8th level; counteract DC 47) to counteract the ward, or press the bypass button","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-313","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Electrified Gate](/Hazards.aspx?ID=313)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 32</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA warded metal gate electrocutes anyone who touches the gate without pressing the bypass button.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 47 (master) or DC 50 (legendary) to notice the bypass button hidden in a skull's eye socket\r\n\r\n**Disable**\r\nDC 47 [Thievery](/Skills.aspx?ID=17) (legendary) to destroy the ward, [_dispel magic_](/Spells.aspx?ID=78) (8th level; [counteract](/Rules.aspx?ID=371) DC 47) to counteract the ward, or press the bypass button\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Electrocution** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [electricity](/Traits.aspx?ID=56), [evocation](/Equipment.aspx?ID=1671)) **Trigger** A creature touches the gate directly or with a tool; **Effect** The trap deals 8d10+40 electricity damage to the triggering creature (DC 46 [basic](/Rules.aspx?ID=329) Reflex save).\n\n---\r\n**Reset**\r\nThe trap resets automatically if triggered, after 1 minute if the bypass button is pressed, or after 15 minutes if disabled or counteracted.","name":"Electrified Gate","rarity":"uncommon","release_date":"2022-12-14","reset":"The trap resets automatically if triggered, after 1 minute if the bypass button is pressed, or after 15 minutes if disabled or counteracted.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 32</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA warded metal gate electrocutes anyone who touches the gate without pressing the bypass button.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 32"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 32</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 47 (master) or DC 50 (legendary) to notice the bypass button hidden in a skull's eye socket","summary":"A warded metal gate electrocutes anyone who touches the gate without pressing the bypass button.","summary_markdown":"A warded metal gate electrocutes anyone who touches the gate without pressing the bypass button.","text":" Electrified Gate Source Pathfinder #186: Ghost King's Rage pg. 32 Complexity Complex A warded metal gate electrocutes anyone who touches the gate without pressing the bypass button. --- Stealth DC 47 (master) or DC 50 (legendary) to notice the bypass button hidden in a skull's eye socket Disable DC 47 Thievery (legendary) to destroy the ward, dispel magic (8th level; counteract DC 47) to counteract the ward, or press the bypass button Electrocution Reaction (divine, electricity, evocation) Trigger A creature touches the gate directly or with a tool; Effect The trap deals 8d10+40 electricity damage to the triggering creature (DC 46 basic Reflex save). --- Reset The trap resets automatically if triggered, after 1 minute if the bypass button is pressed, or after 15 minutes if disabled or counteracted.","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=313","weakness":{}}},{"_index":"aon18","_id":"hazard-314","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 47 Religion (legendary) to deactivate the trap through prayer, dispel magic (8th level; counteract DC 47) to counteract the trap, or press the bypass button","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-314","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Castigate the Faithless](/Hazards.aspx?ID=314)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 32</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nMagic forces those who pass by the statue to the ground with sudden force; pressing the bypass button deactivates the trap for 1 minute.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 47 (master) or DC 50 (legendary) to notice the bypass button hidden in Urgathoa's skeletal feet\r\n\r\n**Disable**\r\nDC 47 [Religion](/Skills.aspx?ID=13) (legendary) to deactivate the trap through prayer, [_dispel magic_](/Spells.aspx?ID=78) (8th level; [counteract](/Rules.aspx?ID=371) DC 47) to counteract the trap, or press the bypass button\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Kneel!** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Equipment.aspx?ID=1671), [force](/Traits.aspx?ID=75)) **Trigger** A creature passes by the statue; **Effect** The trap deals 7d12+40 force damage to the triggering creature (DC 46 [basic](/Rules.aspx?ID=329) Reflex save). On a failed save, the creature is knocked [prone](/Conditions.aspx?ID=31), and on a critical failure, the creature is knocked prone and takes an additional 1d12 bludgeoning damage from the force of the fall.\n\n---\r\n**Reset**\r\nThe trap resets automatically if triggered, after 1 minute if the bypass button is pressed, or after 15 minutes if disabled or counteracted.","name":"Castigate the Faithless","rarity":"uncommon","release_date":"2022-12-14","reset":"The trap resets automatically if triggered, after 1 minute if the bypass button is pressed, or after 15 minutes if disabled or counteracted.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 32</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagic forces those who pass by the statue to the ground with sudden force; pressing the bypass button deactivates the trap for 1 minute.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 32"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 32</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 47 (master) or DC 50 (legendary) to notice the bypass button hidden in Urgathoa's skeletal feet","summary":"Magic forces those who pass by the statue to the ground with sudden force; pressing the bypass button deactivates the trap for 1 minute.","summary_markdown":"Magic forces those who pass by the statue to the ground with sudden force; pressing the bypass button deactivates the trap for 1 minute.","text":" Castigate the Faithless Source Pathfinder #186: Ghost King's Rage pg. 32 Complexity Complex Magic forces those who pass by the statue to the ground with sudden force; pressing the bypass button deactivates the trap for 1 minute. --- Stealth DC 47 (master) or DC 50 (legendary) to notice the bypass button hidden in Urgathoa's skeletal feet Disable DC 47 Religion (legendary) to deactivate the trap through prayer, dispel magic (8th level; counteract DC 47) to counteract the trap, or press the bypass button Kneel! Reaction (divine, evocation, force) Trigger A creature passes by the statue; Effect The trap deals 7d12+40 force damage to the triggering creature (DC 46 basic Reflex save). On a failed save, the creature is knocked prone, and on a critical failure, the creature is knocked prone and takes an additional 1d12 bludgeoning damage from the force of the fall. --- Reset The trap resets automatically if triggered, after 1 minute if the bypass button is pressed, or after 15 minutes if disabled or counteracted.","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=314","weakness":{}}},{"_index":"aon18","_id":"hazard-315","_score":4.0463834,"_source":{"ac":43,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 47 Religion (legendary) to sever the connection between Urgathoa and each spirit collector, DC 50 Thievery (legendary) to deactivate each spirit collector, or dispel magic (9th level; counteract DC 50) to counteract each spirit collector","exclude_from_search":false,"fortitude_save":35,"hardness":33,"hardness_raw":"33","hazard_type":"Trap","hp":130,"hp_raw":"130 (BT 65)","id":"hazard-315","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Soul-Draining Spirit Collectors](/Hazards.aspx?ID=315)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 34</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour spirit collectors drain the souls from nearby creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\n+37 (legendary)\r\n\r\n**Disable**\r\nDC 47 [Religion](/Skills.aspx?ID=13) (legendary) to sever the connection between [Urgathoa](/Deities.aspx?ID=19) and each spirit collector, DC 50 [Thievery](/Skills.aspx?ID=17) (legendary) to deactivate each spirit collector, or [_dispel magic_](/Spells.aspx?ID=78) (9th level; [counteract](/Rules.aspx?ID=371) DC 50) to counteract each spirit collector\n\n<column gap=\"tiny\">\r\n\r\n**AC** 43, **Fort** +35, **Ref** +29\r\n\r\n**Hardness**\r\n33\r\n\r\n**HP**\r\n130 (BT 65)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Repulse** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Equipment.aspx?ID=1671), [force](/Traits.aspx?ID=75)) **Trigger** A creature damages a spirit collector; **Effect** The damaged spirit collector releases a wave of force to repel the triggering creature, dealing 4d10+20 force damage to the triggering creature, who must attempt a Reflex save. The trap then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature takes half damage and is [pushed](/Rules.aspx?ID=451) back 5 feet.<br />\r\n**Failure** The creature takes full damage, is pushed back 10 feet, and lands [prone](/Conditions.aspx?ID=31).<br />\r\n**Critical Failure** The creature takes double damage, is pushed back 20 feet, and lands prone.\r\n\r\n---\r\n**Routine**\r\n(4 actions) This trap loses 1 action each turn for each disabled spirit collector. Each spirit collector uses 1 action to drain the souls of all creatures within 30 feet, dealing 4d10+20 force damage (DC 46 [basic](/Rules.aspx?ID=329) Fortitude save). On a failed save, a creature becomes [drained 1](/Conditions.aspx?ID=10) and [stupefied 1](/Conditions.aspx?ID=37) or increases their drained and stupefied conditions by 1 (by 2 on a critical failure).","name":"Soul-Draining Spirit Collectors","rarity":"rare","reflex_save":29,"release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 34</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour spirit collectors drain the souls from nearby creatures.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 34"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 34</row>","speed":{},"spoilers":"Blood Lords","stealth":"+37 (legendary)","summary":"Four spirit collectors drain the souls from nearby creatures.","summary_markdown":"Four spirit collectors drain the souls from nearby creatures.","text":" Soul-Draining Spirit Collectors Source Pathfinder #186: Ghost King's Rage pg. 34 Complexity Complex Four spirit collectors drain the souls from nearby creatures. --- Stealth +37 (legendary) Disable DC 47 Religion (legendary) to sever the connection between Urgathoa and each spirit collector, DC 50 Thievery (legendary) to deactivate each spirit collector, or dispel magic (9th level; counteract DC 50) to counteract each spirit collector AC 43, Fort +35, Ref +29 Hardness 33 HP 130 (BT 65) Immunities critical hits, object immunities, precision damage Repulse Reaction (divine, evocation, force) Trigger A creature damages a spirit collector; Effect The damaged spirit collector releases a wave of force to repel the triggering creature, dealing 4d10+20 force damage to the triggering creature, who must attempt a Reflex save. The trap then rolls initiative. Critical Success The creature is unaffected. Success The creature takes half damage and is pushed back 5 feet. Failure The creature takes full damage, is pushed back 10 feet, and lands prone. Critical Failure The creature takes double damage, is pushed back 20 feet, and lands prone. --- Routine (4 actions) This trap loses 1 action each turn for each disabled spirit collector. Each spirit collector uses 1 action to drain the souls of all creatures within 30 feet, dealing 4d10+20 force damage (DC 46 basic Fortitude save). On a failed save, a creature becomes drained 1 and stupefied 1 or increases their drained and stupefied conditions by 1 (by 2 on a critical failure).","trait":["Complex","Magical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=315","weakness":{}}},{"_index":"aon18","_id":"hazard-316","_score":4.0463834,"_source":{"ac":43,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 47 Thievery (master) to disable the pressure plate","exclude_from_search":false,"fortitude_save":35,"hardness":32,"hardness_raw":"32","hazard_type":"Trap","hp":130,"hp_raw":"130 (BT 65)","id":"hazard-316","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":19,"markdown":"<title level=\"1\" right=\"Hazard 19\" pfs=\"\">[Skewering Hall](/Hazards.aspx?ID=316)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 37</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA dozen spears hidden within sockets in the walls thrust into the hall when the pressure plate is triggered.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 47 (master)\r\n\r\n**Disable**\r\nDC 47 [Thievery](/Skills.aspx?ID=17) (master) to disable the pressure plate\n\n<column gap=\"tiny\">\r\n\r\n**AC** 43, **Fort** +35, **Ref** +29\r\n\r\n**Hardness**\r\n32\r\n\r\n**HP**\r\n130 (BT 65)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Skewer** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** Pressure is applied to the pressure plate; **Effect** A dozen spears extend into the hall, making one spear Strike against each creature in the hall, up to a total of 12 spear Strikes.<br /> **Melee** spear +40, **Damage** 8d10+40 piercing","name":"Skewering Hall","rarity":"uncommon","reflex_save":29,"release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 37</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA dozen spears hidden within sockets in the walls thrust into the hall when the pressure plate is triggered.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 37"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 37</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 47 (master)","summary":"A dozen spears hidden within sockets in the walls thrust into the hall when the pressure plate is triggered.","summary_markdown":"A dozen spears hidden within sockets in the walls thrust into the hall when the pressure plate is triggered.","text":" Skewering Hall Source Pathfinder #186: Ghost King's Rage pg. 37 Complexity Complex A dozen spears hidden within sockets in the walls thrust into the hall when the pressure plate is triggered. --- Stealth DC 47 (master) Disable DC 47 Thievery (master) to disable the pressure plate AC 43, Fort +35, Ref +29 Hardness 32 HP 130 (BT 65) Immunities critical hits, object immunities, precision damage Skewer Reaction (attack) Trigger Pressure is applied to the pressure plate; Effect A dozen spears extend into the hall, making one spear Strike against each creature in the hall, up to a total of 12 spear Strikes. Melee spear +40, Damage 8d10+40 piercing","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=316","weakness":{}}},{"_index":"aon18","_id":"hazard-317","_score":4.0463834,"_source":{"ac":42,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Thievery (legendary) to deface the symbols or dispel magic (10th level, counteract DC 48) to counteract the trap.","exclude_from_search":false,"fortitude_save":36,"hardness":35,"hardness_raw":"35 Door Hardness","hazard_type":"Trap","hp":136,"hp_raw":"136 (BT 68), <%ACTIONS%34%%>Force Open<%END> DC 48","id":"hazard-317","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Mental Assault](/Hazards.aspx?ID=317)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 42</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nMagic sigils hidden in the grain of the wooden door trigger a magic trap that damages the mind of anyone attempting to pick the door's lock.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 51 (legendary)\r\n\r\n**Disable**\r\nDC 48 [Thievery](/Skills.aspx?ID=17) (legendary) to deface the symbols or [_dispel magic_](/Spells.aspx?ID=78) (10th level, [counteract](/Rules.aspx?ID=371) DC 48) to counteract the trap.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 42, **Fort** +36, **Ref** +30\r\n\r\n**Door Hardness**\r\n35\r\n\r\n**HP**\r\n136 (BT 68), [Force Open](/Actions.aspx?ID=34) DC 48\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Shatter Mind** <actions string=\"Reaction\" /> ([evocation](/Equipment.aspx?ID=1671), [mental](/Traits.aspx?ID=106)) **Trigger** A creature attempts to Pick the Lock; **Effect** The triggering creature takes 8d10+44 mental damage (DC 42 [basic](/Rules.aspx?ID=329) Will save). On a failed save, it's additionally confused for 1 minute.\n\n---\r\n**Reset**\r\nThe trap resets automatically if triggered and doesn't reset if disabled.","name":"Mental Assault","rarity":"uncommon","reflex_save":30,"release_date":"2022-12-14","reset":"The trap resets automatically if triggered and doesn't reset if disabled.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 42</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nMagic sigils hidden in the grain of the wooden door trigger a magic trap that damages the mind of anyone attempting to pick the door's lock.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 42"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 42</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 51 (legendary)","summary":"Magic sigils hidden in the grain of the wooden door trigger a magic trap that damages the mind of anyone attempting to pick the door's lock.","summary_markdown":"Magic sigils hidden in the grain of the wooden door trigger a magic trap that damages the mind of anyone attempting to pick the door's lock.","text":" Mental Assault Source Pathfinder #186: Ghost King's Rage pg. 42 Complexity Complex Magic sigils hidden in the grain of the wooden door trigger a magic trap that damages the mind of anyone attempting to pick the door's lock. --- Stealth DC 51 (legendary) Disable DC 48 Thievery (legendary) to deface the symbols or dispel magic (10th level, counteract DC 48) to counteract the trap. AC 42, Fort +36, Ref +30 Door Hardness 35 HP 136 (BT 68), Force Open DC 48 Immunities critical hits, object immunities, precision damage Shatter Mind Reaction (evocation, mental) Trigger A creature attempts to Pick the Lock; Effect The triggering creature takes 8d10+44 mental damage (DC 42 basic Will save). On a failed save, it's additionally confused for 1 minute. --- Reset The trap resets automatically if triggered and doesn't reset if disabled.","trait":["Magical","Mechanical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=317","weakness":{}}},{"_index":"aon18","_id":"hazard-318","_score":4.0463834,"_source":{"ac":45,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Thievery (legendary) to disable each tether or dispel magic (10th level, counteract DC 48) to counteract each tether","exclude_from_search":false,"fortitude_save":36,"hardness":33,"hardness_raw":"33 Tether Hardness","hazard_type":"Trap","hp":132,"hp_raw":"132 (BT 66)","id":"hazard-318","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Choking Tethers](/Hazards.aspx?ID=318)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 43</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThree shadow tethers form when a creature reaches the hall's midpoint; each lashes, grabs, and crushes creatures in the hall.\r\n\r\n---\r\n\r\n**Stealth**\r\n+38 (legendary)\r\n\r\n**Disable**\r\nDC 48 [Thievery](/Skills.aspx?ID=17) (legendary) to disable each tether or [_dispel magic_](/Spells.aspx?ID=78) (10th level, [counteract](/Rules.aspx?ID=371) DC 48) to counteract each tether\n\n<column gap=\"tiny\">\r\n\r\n**AC** 45, **Fort** +36, **Ref** +30\r\n\r\n**Tether Hardness**\r\n33\r\n\r\n**HP**\r\n132 (BT 66)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Seize** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A creature reaches the hall's midpoint; **Effect** The trap attempts a shadow tether Strike against the triggering creature. On a hit, the triggering creature is automatically [grabbed](/Conditions.aspx?ID=20). The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(six actions) This trap loses 2 actions each turn for each disabled shadow tether. Each shadow tether has 2 actions it can use to either Strike a creature or Constrict a grabbed creature, in any combination.<br /> **Melee** <actions string=\"Single Action\" /> shadow tether +38, **Damage** 4d10+22 bludgeoning plus the creature is automatically [grabbed](/Conditions.aspx?ID=20)<br /> **[Constrict](/MonsterAbilities.aspx?ID=10)** <actions string=\"Single Action\" /> 4d10+22 bludgeoning, DC 47","name":"Choking Tethers","rarity":"uncommon","reflex_save":30,"release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 43</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThree shadow tethers form when a creature reaches the hall's midpoint; each lashes, grabs, and crushes creatures in the hall.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 43"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 43</row>","speed":{},"spoilers":"Blood Lords","stealth":"+38 (legendary)","summary":"Three shadow tethers form when a creature reaches the hall's midpoint; each lashes, grabs, and crushes creatures in the hall.","summary_markdown":"Three shadow tethers form when a creature reaches the hall's midpoint; each lashes, grabs, and crushes creatures in the hall.","text":" Choking Tethers Source Pathfinder #186: Ghost King's Rage pg. 43 Complexity Complex Three shadow tethers form when a creature reaches the hall's midpoint; each lashes, grabs, and crushes creatures in the hall. --- Stealth +38 (legendary) Disable DC 48 Thievery (legendary) to disable each tether or dispel magic (10th level, counteract DC 48) to counteract each tether AC 45, Fort +36, Ref +30 Tether Hardness 33 HP 132 (BT 66) Immunities critical hits, object immunities, precision damage Seize Reaction (attack) Trigger A creature reaches the hall's midpoint; Effect The trap attempts a shadow tether Strike against the triggering creature. On a hit, the triggering creature is automatically grabbed. The trap then rolls initiative. --- Routine (six actions) This trap loses 2 actions each turn for each disabled shadow tether. Each shadow tether has 2 actions it can use to either Strike a creature or Constrict a grabbed creature, in any combination. Melee Single Action shadow tether +38, Damage 4d10+22 bludgeoning plus the creature is automatically grabbed Constrict Single Action 4d10+22 bludgeoning, DC 47","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=318","weakness":{}}},{"_index":"aon18","_id":"hazard-319","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 48 Thievery (legendary) to scratch out the warning or dispel magic (10th level; counteract DC 48) to counteract the magic in the warning","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-319","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Crush the Uninvited](/Hazards.aspx?ID=319)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 43</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA warning carved into the door frame magically crushes any who pass through the doorway without Kemnebi's permission.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 48 (legendary); 20 to notice the warning carved in the door frame\r\n\r\n**Disable**\r\nDC 48 [Thievery](/Skills.aspx?ID=17) (legendary) to scratch out the warning or [_dispel magic_](/Spells.aspx?ID=78) (10th level; [counteract](/Rules.aspx?ID=371) DC 48) to counteract the magic in the warning\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Implosion** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [evocation](/Equipment.aspx?ID=1671)) **Trigger** A creature passes through the doorway without Kemnebi's permission; **Effect** The trap casts [_implosion_](/Spells.aspx?ID=162) on the triggering creature. This is a 10th-level _implosion_ spell that deals 85 damage (DC 47 [basic](/Rules.aspx?ID=329) Fortitude save).","name":"Crush the Uninvited","rarity":"uncommon","release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 43</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA warning carved into the door frame magically crushes any who pass through the doorway without Kemnebi's permission.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 43"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 43</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 48 (legendary); 20 to notice the warning carved in the door frame","summary":"A warning carved into the door frame magically crushes any who pass through the doorway without Kemnebi's permission.","summary_markdown":"A warning carved into the door frame magically crushes any who pass through the doorway without Kemnebi's permission.","text":" Crush the Uninvited Source Pathfinder #186: Ghost King's Rage pg. 43 Complexity Simple A warning carved into the door frame magically crushes any who pass through the doorway without Kemnebi's permission. --- Stealth DC 48 (legendary); 20 to notice the warning carved in the door frame Disable DC 48 Thievery (legendary) to scratch out the warning or dispel magic (10th level; counteract DC 48) to counteract the magic in the warning Implosion Reaction (arcane, evocation) Trigger A creature passes through the doorway without Kemnebi's permission; Effect The trap casts implosion on the triggering creature. This is a 10th-level implosion spell that deals 85 damage (DC 47 basic Fortitude save).","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=319","weakness":{}}},{"_index":"aon18","_id":"hazard-320","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Three DC 48 Thievery (legendary) or DC 48 Occultism (master) checks to mend the time rift.","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-320","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Time Rift](/Hazards.aspx?ID=320)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 47</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA time rift focused on the sundial causes time to pass erratically for all creatures in the area.\r\n\r\n---\r\n\r\n**Stealth**\r\n+42 (master)\r\n\r\n**Disable**\r\nThree DC 48 [Thievery](/Skills.aspx?ID=17) (legendary) or DC 48 [Occultism](/Skills.aspx?ID=11) (master) checks to mend the time rift.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Pause** <actions string=\"Reaction\" /> ([incapacitation](/Traits.aspx?ID=93)) **Trigger** A creature enters the area; **Effect** The triggering creature becomes temporarily unmoored from time, becoming [stunned 3](/Conditions.aspx?ID=36). If the creature succeeds at a DC 47 Will save, they reduce this to stunned 1. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) On its initiative, the time rift alters each creature's timeline. Each creature in the area rolls a 1d4 to randomly determine the effect on them. <ol><li>The creature becomes [slowed 1](/Conditions.aspx?ID=35) for 1 round.</li><li>The creature is unaffected.</li><li>The creature is affected erratically by time; they're concealed for 1 round.</li><li>The creature becomes [quickened 1](/Conditions.aspx?ID=32) for 1 round</li></ol>.","name":"Time Rift","rarity":"rare","release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 47</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA time rift focused on the sundial causes time to pass erratically for all creatures in the area.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 47"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 47</row>","speed":{},"spoilers":"Blood Lords","stealth":"+42 (master)","summary":"A time rift focused on the sundial causes time to pass erratically for all creatures in the area.","summary_markdown":"A time rift focused on the sundial causes time to pass erratically for all creatures in the area.","text":" Time Rift Source Pathfinder #186: Ghost King's Rage pg. 47 Complexity Complex A time rift focused on the sundial causes time to pass erratically for all creatures in the area. --- Stealth +42 (master) Disable Three DC 48 Thievery (legendary) or DC 48 Occultism (master) checks to mend the time rift. Pause Reaction (incapacitation) Trigger A creature enters the area; Effect The triggering creature becomes temporarily unmoored from time, becoming stunned 3. If the creature succeeds at a DC 47 Will save, they reduce this to stunned 1. The trap then rolls initiative. --- Routine (1 action) On its initiative, the time rift alters each creature's timeline. Each creature in the area rolls a 1d4 to randomly determine the effect on them. The creature becomes slowed 1 for 1 round. The creature is unaffected. The creature is affected erratically by time; they're concealed for 1 round. The creature becomes quickened 1 for 1 round .","trait":["Complex","Magical","Rare","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Rare](/Traits.aspx?ID=137), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Rare","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=320","weakness":{}}},{"_index":"aon18","_id":"hazard-321","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Arcana , Nature , Occultism , or Religion (master) four times on the Fiendflame Cage to calm it through ritual incantations","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-321","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Unstable Fiendfire Cage](/Hazards.aspx?ID=321)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 50</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe _Fiendflame Cage_ is uncontrolled, releasing holy light and hellfire in the area.\r\n\r\n---\r\n\r\n**Stealth**\r\n+48 (legendary)\r\n\r\n**Disable**\r\nDC 48 [Arcana](/Skills.aspx?ID=2), [Nature](/Skills.aspx?ID=10), [Occultism](/Skills.aspx?ID=11), or [Religion](/Skills.aspx?ID=13) (master) four times on the _Fiendflame Cage_ to calm it through ritual incantations\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Smite** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [evil](/Traits.aspx?ID=64), [evocation](/Equipment.aspx?ID=1671), [good](/Traits.aspx?ID=83), [lawful](/Traits.aspx?ID=99)) **Trigger** A creature enters the area; **Effect** The triggering creature is exposed to the _Fiendflame Cage's_ clashing energies. The triggering creature takes 8d6 lawful damage, 4d6 good damage, and 4d6 evil damage (DC 47 [basic](/Rules.aspx?ID=329) Fortitude save). The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(2 actions) On its initiative, the _Fiendflame Cage_ uses 1 action to release a wave of hellfire, dealing 2d10+12 evil damage and 2d10+12 fire damage to all creatures in a 15-foot-radius burst (DC 47 [basic](/Rules.aspx?ID=329) Reflex save). The _Fiendflame Cage_ uses its second action to release a wave of holy light, dealing 2d10+12 good damage and 2d10+12 fire damage to all creatures in a 15-foot-radius burst (DC 47 [basic](/Rules.aspx?ID=329) Reflex save).\r\n\r\n---\r\n**Reset**\r\nThe trap resets after 24 hours.","name":"Unstable Fiendfire Cage","rarity":"unique","release_date":"2022-12-14","reset":"The trap resets after 24 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 50</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe Fiendflame Cage is uncontrolled, releasing holy light and hellfire in the area.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 50"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 50</row>","speed":{},"spoilers":"Blood Lords","stealth":"+48 (legendary)","summary":"The Fiendflame Cage is uncontrolled, releasing holy light and hellfire in the area.","summary_markdown":"The Fiendflame Cage is uncontrolled, releasing holy light and hellfire in the area.","text":" Unstable Fiendfire Cage Source Pathfinder #186: Ghost King's Rage pg. 50 Complexity Complex The Fiendflame Cage is uncontrolled, releasing holy light and hellfire in the area. --- Stealth +48 (legendary) Disable DC 48 Arcana, Nature, Occultism, or Religion (master) four times on the Fiendflame Cage to calm it through ritual incantations Smite Reaction (divine, evil, evocation, good, lawful) Trigger A creature enters the area; Effect The triggering creature is exposed to the Fiendflame Cage's clashing energies. The triggering creature takes 8d6 lawful damage, 4d6 good damage, and 4d6 evil damage (DC 47 basic Fortitude save). The trap then rolls initiative. --- Routine (2 actions) On its initiative, the Fiendflame Cage uses 1 action to release a wave of hellfire, dealing 2d10+12 evil damage and 2d10+12 fire damage to all creatures in a 15-foot-radius burst (DC 47 basic Reflex save). The Fiendflame Cage uses its second action to release a wave of holy light, dealing 2d10+12 good damage and 2d10+12 fire damage to all creatures in a 15-foot-radius burst (DC 47 basic Reflex save). --- Reset The trap resets after 24 hours.","trait":["Complex","Divine","Magical","Trap","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Divine](/Traits.aspx?ID=48), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Divine","Magical","Trap","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=321","weakness":{}}},{"_index":"aon18","_id":"hazard-322","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Thievery (legendary) to remove each keystone or DC 48 Occultism (legendary) to manipulate the magic to isolate each keystone","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-322","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Keystone Repulsion](/Hazards.aspx?ID=322)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 52</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour magic keystones repel creatures when one is damaged or tampered with.\r\n\r\n---\r\n\r\n**Stealth**\r\n+51 (legendary)\r\n\r\n**Disable**\r\nDC 48 [Thievery](/Skills.aspx?ID=17) (legendary) to remove each keystone or DC 48 [Occultism](/Skills.aspx?ID=11) (legendary) to manipulate the magic to isolate each keystone\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Repel** <actions string=\"Reaction\" /> ([force](/Traits.aspx?ID=75), [occult](/Traits.aspx?ID=120)) **Trigger** A creature damages or tampers with a keystone; **Effect** The triggering creature is moved back 10 feet by a wave of force. A successful DC 42 Fortitude save reduces the distance moved to 5 feet. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) The trap loses 1 action each turn for each removed or isolated keystone. Each keystone spends 1 action to release a wave of force, dealing 4d10+22 force damage in a 15-foot cone (DC 42 [basic](/Rules.aspx?ID=329) Reflex save) and [pushing](/Rules.aspx?ID=451) each creature back 5 feet. On a failed save, the distance a creature is pushed increases to 10 feet.","name":"Keystone Repulsion","rarity":"common","release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 52</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour magic keystones repel creatures when one is damaged or tampered with.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 52"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 52</row>","speed":{},"stealth":"+51 (legendary)","summary":"Four magic keystones repel creatures when one is damaged or tampered with.","summary_markdown":"Four magic keystones repel creatures when one is damaged or tampered with.","text":" Keystone Repulsion Source Pathfinder #186: Ghost King's Rage pg. 52 Complexity Complex Four magic keystones repel creatures when one is damaged or tampered with. --- Stealth +51 (legendary) Disable DC 48 Thievery (legendary) to remove each keystone or DC 48 Occultism (legendary) to manipulate the magic to isolate each keystone Repel Reaction (force, occult) Trigger A creature damages or tampers with a keystone; Effect The triggering creature is moved back 10 feet by a wave of force. A successful DC 42 Fortitude save reduces the distance moved to 5 feet. The trap then rolls initiative. --- Routine (4 actions) The trap loses 1 action each turn for each removed or isolated keystone. Each keystone spends 1 action to release a wave of force, dealing 4d10+22 force damage in a 15-foot cone (DC 42 basic Reflex save) and pushing each creature back 5 feet. On a failed save, the distance a creature is pushed increases to 10 feet.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=322","weakness":{}}},{"_index":"aon18","_id":"hazard-323","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 45 Intimidation (legendary) to scare off the soldiers or DC 46 Deception (legendary) to order the soldiers to stand down","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-323","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Phantom Soldiers](/Hazards.aspx?ID=323)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSpirits of long-dead soldiers appear in the mist and attack intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 45 (master)\r\n\r\n**Disable**\r\nDC 45 [Intimidation](/Skills.aspx?ID=7) (legendary) to scare off the soldiers or DC 46 [Deception](/Skills.aspx?ID=5) (legendary) to order the soldiers to stand down\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Battle** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A creature enters the area; **Effect** Spirit soldiers lunge out of the mist and attack intruders. The spirit soldiers attempt a spear Strike against each creature within 30 feet.<br />**Melee** spear +38, **Damage** 6d12+41 piercing\n\n---\r\n**Reset**\r\n1 hour.","name":"Phantom Soldiers","rarity":"uncommon","release_date":"2022-12-14","reset":"1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSpirits of long-dead soldiers appear in the mist and attack intruders.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 56"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 45 (master)","summary":"Spirits of long-dead soldiers appear in the mist and attack intruders.","summary_markdown":"Spirits of long-dead soldiers appear in the mist and attack intruders.","text":" Phantom Soldiers Source Pathfinder #186: Ghost King's Rage pg. 56 Complexity Simple Spirits of long-dead soldiers appear in the mist and attack intruders. --- Stealth DC 45 (master) Disable DC 45 Intimidation (legendary) to scare off the soldiers or DC 46 Deception (legendary) to order the soldiers to stand down Battle Reaction (attack) Trigger A creature enters the area; Effect Spirit soldiers lunge out of the mist and attack intruders. The spirit soldiers attempt a spear Strike against each creature within 30 feet. Melee spear +38, Damage 6d12+41 piercing --- Reset 1 hour.","trait":["Haunt","Uncommon"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Haunt","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=323","weakness":{}}},{"_index":"aon18","_id":"hazard-324","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 48 Diplomacy (master) to calm the spirit or DC 46 Occultism (master) to ward off the spirit","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-324","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Revisit Past Pains](/Hazards.aspx?ID=324)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA spirit locked in memories of its death flies down the hall, forcing intruders to experience the agony of its death.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 45 (master)\r\n\r\n**Disable**\r\nDC 48 [Diplomacy](/Skills.aspx?ID=6) (master) to calm the spirit or DC 46 [Occultism](/Skills.aspx?ID=11) (master) to ward off the spirit\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Share Pain** <actions string=\"Reaction\" /> ([illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A creature enters the area; **Effect** Creatures within 30 feet take 6d12+41 mental damage (DC 40 [basic](/Rules.aspx?ID=329) Will save) as they experience the spirit's death.\n\n---\r\n**Reset**\r\n1 hour.","name":"Revisit Past Pains","rarity":"uncommon","release_date":"2022-12-14","reset":"1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spirit locked in memories of its death flies down the hall, forcing intruders to experience the agony of its death.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 56"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 45 (master)","summary":"A spirit locked in memories of its death flies down the hall, forcing intruders to experience the agony of its death.","summary_markdown":"A spirit locked in memories of its death flies down the hall, forcing intruders to experience the agony of its death.","text":" Revisit Past Pains Source Pathfinder #186: Ghost King's Rage pg. 56 Complexity Simple A spirit locked in memories of its death flies down the hall, forcing intruders to experience the agony of its death. --- Stealth DC 45 (master) Disable DC 48 Diplomacy (master) to calm the spirit or DC 46 Occultism (master) to ward off the spirit Share Pain Reaction (illusion, mental, occult) Trigger A creature enters the area; Effect Creatures within 30 feet take 6d12+41 mental damage (DC 40 basic Will save) as they experience the spirit's death. --- Reset 1 hour.","trait":["Haunt","Uncommon"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Haunt","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=324","weakness":{}}},{"_index":"aon18","_id":"hazard-325","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 44 Diplomacy (master) to comfort the spirit or DC 45 Occultism (master) to ward off the spirit","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-325","level":18,"markdown":"<title level=\"1\" right=\"Hazard 18\" pfs=\"\">[Shrieking Souls](/Hazards.aspx?ID=325)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA terrified soul releases an earsplitting scream.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 48 (master)\r\n\r\n**Disable**\r\nDC 44 [Diplomacy](/Skills.aspx?ID=6) (master) to comfort the spirit or DC 45 [Occultism](/Skills.aspx?ID=11) (master) to ward off the spirit\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Scream** <actions string=\"Reaction\" /> ([evocation](/Equipment.aspx?ID=1671), [sonic](/Traits.aspx?ID=147), [occult](/Traits.aspx?ID=120)) **Trigger** A creature enters the area; **Effect** The spirit screams, dealing 6d12+41 sonic damage to all creatures in a 30-foot cone (DC 40 [basic](/Rules.aspx?ID=329) Fortitude save).\n\n---\r\n**Reset**\r\n1 hour.","name":"Shrieking Souls","rarity":"uncommon","release_date":"2022-12-14","reset":"1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA terrified soul releases an earsplitting scream.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 56"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 56</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 48 (master)","summary":"A terrified soul releases an earsplitting scream.","summary_markdown":"A terrified soul releases an earsplitting scream.","text":" Shrieking Souls Source Pathfinder #186: Ghost King's Rage pg. 56 Complexity Simple A terrified soul releases an earsplitting scream. --- Stealth DC 48 (master) Disable DC 44 Diplomacy (master) to comfort the spirit or DC 45 Occultism (master) to ward off the spirit Scream Reaction (evocation, sonic, occult) Trigger A creature enters the area; Effect The spirit screams, dealing 6d12+41 sonic damage to all creatures in a 30-foot cone (DC 40 basic Fortitude save). --- Reset 1 hour.","trait":["Haunt","Uncommon"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Haunt","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=325","weakness":{}}},{"_index":"aon18","_id":"hazard-326","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 50 Arcana (legendary) to stymie the psychic energy before it manifests","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-326","level":21,"markdown":"<title level=\"1\" right=\"Hazard 21\" pfs=\"\">[Psychic Wave](/Hazards.aspx?ID=326)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 60</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA wave of psychic energy ripples through the room, violently prying into the minds of creatures in the area and alerting Kemnebi to the presence of intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 53 (legendary)\r\n\r\n**Disable**\r\nDC 50 [Arcana](/Skills.aspx?ID=2) (legendary) to stymie the psychic energy before it manifests\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Psychic Assault** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [evocation](/Equipment.aspx?ID=1671), [mental](/Traits.aspx?ID=106)) **Trigger** A creature has been in the room for more than 1 round; **Effect** A wave of psychic energy slams into the minds of creatures in the chamber, dealing 8d10+48 mental damage (DC 44 [basic](/Rules.aspx?ID=329) Will save). On a failed save, a creature is also stunned 3.\n\n---\r\n**Reset**\r\n1 hour.","name":"Psychic Wave","rarity":"uncommon","release_date":"2022-12-14","reset":"1 hour.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 60</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA wave of psychic energy ripples through the room, violently prying into the minds of creatures in the area and alerting Kemnebi to the presence of …\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 60"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 60</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 53 (legendary)","summary":"A wave of psychic energy ripples through the room, violently prying into the minds of creatures in the area and alerting Kemnebi to the presence of …","summary_markdown":"A wave of psychic energy ripples through the room, violently prying into the minds of creatures in the area and alerting Kemnebi to the presence of …","text":" Psychic Wave Source Pathfinder #186: Ghost King's Rage pg. 60 Complexity Simple A wave of psychic energy ripples through the room, violently prying into the minds of creatures in the area and alerting Kemnebi to the presence of intruders. --- Stealth DC 53 (legendary) Disable DC 50 Arcana (legendary) to stymie the psychic energy before it manifests Psychic Assault Reaction (arcane, evocation, mental) Trigger A creature has been in the room for more than 1 round; Effect A wave of psychic energy slams into the minds of creatures in the chamber, dealing 8d10+48 mental damage (DC 44 basic Will save). On a failed save, a creature is also stunned 3. --- Reset 1 hour.","trait":["Magical","Trap","Uncommon"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=326","weakness":{}}},{"_index":"aon18","_id":"hazard-327","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 46 Athletics (legendary) twice to push back the shadows or DC 48 Thievery (legendary) three times to pierce through the shadows","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-327","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Compression Tunnel](/Hazards.aspx?ID=327)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 61</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThis shadow tunnel compresses when creatures pass through.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 51 (legendary)\r\n\r\n**Disable**\r\nDC 46 [Athletics](/Skills.aspx?ID=3) (legendary) twice to push back the shadows or DC 48 [Thievery](/Skills.aspx?ID=17) (legendary) three times to pierce through the shadows\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shudder** <actions string=\"Reaction\" /> **Trigger** A creature reaches the tunnel's midpoint; **Effect** The tunnel shudders, knocking creatures [prone](/Conditions.aspx?ID=31) unless they succeed at a DC 42 Reflex save. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The tunnel compresses, crushing all creatures in it and dealing 4d10+22 bludgeoning damage (DC 42 [basic](/Rules.aspx?ID=329) Fortitude save). On a failed save, a creature additionally becomes [immobilized](/Conditions.aspx?ID=24) ([Escape](/Actions.aspx?ID=79) DC 42).","name":"Compression Tunnel","rarity":"uncommon","release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 61</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis shadow tunnel compresses when creatures pass through.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 61"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 61</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 51 (legendary)","summary":"This shadow tunnel compresses when creatures pass through.","summary_markdown":"This shadow tunnel compresses when creatures pass through.","text":" Compression Tunnel Source Pathfinder #186: Ghost King's Rage pg. 61 Complexity Complex This shadow tunnel compresses when creatures pass through. --- Stealth DC 51 (legendary) Disable DC 46 Athletics (legendary) twice to push back the shadows or DC 48 Thievery (legendary) three times to pierce through the shadows Shudder Reaction Trigger A creature reaches the tunnel's midpoint; Effect The tunnel shudders, knocking creatures prone unless they succeed at a DC 42 Reflex save. The trap then rolls initiative. --- Routine (1 action) The tunnel compresses, crushing all creatures in it and dealing 4d10+22 bludgeoning damage (DC 42 basic Fortitude save). On a failed save, a creature additionally becomes immobilized (Escape DC 42).","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=327","weakness":{}}},{"_index":"aon18","_id":"hazard-328","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 50 Thievery (legendary) to disable the trap's sensors","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-328","level":21,"markdown":"<title level=\"1\" right=\"Hazard 21\" pfs=\"\">[Shadow Hook](/Hazards.aspx?ID=328)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 63</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nHooks of solidified shadow extend from the walls, hook into creatures, and pull, tearing them open.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 50 (legendary)\r\n\r\n**Disable**\r\nDC 50 [Thievery](/Skills.aspx?ID=17) (legendary) to disable the trap's sensors\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Tearing Hooks** <actions string=\"Reaction\" /> ([cold](/Traits.aspx?ID=27), [shadow](/Traits.aspx?ID=143)) **Trigger** A creature reaches the hall's midpoint; **Effect** The trap attempts a shadow hook Strike against each creature in the hall. On a critical hit, a creature additionally takes 1d10 persistent bleed damage.<br /> **Melee** <actions string=\"Single Action\" /> shadow hook +43, **Damage** 6d10+48 piercing plus 2d10 cold ","name":"Shadow Hook","rarity":"uncommon","release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 63</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHooks of solidified shadow extend from the walls, hook into creatures, and pull, tearing them open.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 63"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 63</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 50 (legendary)","summary":"Hooks of solidified shadow extend from the walls, hook into creatures, and pull, tearing them open.","summary_markdown":"Hooks of solidified shadow extend from the walls, hook into creatures, and pull, tearing them open.","text":" Shadow Hook Source Pathfinder #186: Ghost King's Rage pg. 63 Complexity Simple Hooks of solidified shadow extend from the walls, hook into creatures, and pull, tearing them open. --- Stealth DC 50 (legendary) Disable DC 50 Thievery (legendary) to disable the trap's sensors Tearing Hooks Reaction (cold, shadow) Trigger A creature reaches the hall's midpoint; Effect The trap attempts a shadow hook Strike against each creature in the hall. On a critical hit, a creature additionally takes 1d10 persistent bleed damage. Melee Single Action shadow hook +43, Damage 6d10+48 piercing plus 2d10 cold ","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=328","weakness":{}}},{"_index":"aon18","_id":"hazard-329","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 48 Crafting (master) to ground the charged features or DC 50 Thievery (legendary) to disable the contact sensors","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-329","level":21,"markdown":"<title level=\"1\" right=\"Hazard 21\" pfs=\"\">[Cuastic Shower](/Hazards.aspx?ID=329)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 63</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nContact with the doors, pillars, or statue causes a shower of acid.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 53 (legendary)\r\n\r\n**Disable**\r\nDC 48 [Crafting](/Skills.aspx?ID=4) (master) to ground the charged features or DC 50 [Thievery](/Skills.aspx?ID=17) (legendary) to disable the contact sensors\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Acid Shower** <actions string=\"Reaction\" /> ([acid](/Traits.aspx?ID=3)) **Trigger** A creature touches the doors, pillars, or statue directly or with a tool; **Effect** A shower of acid rains down from the ceiling, dealing 8d10+48 acid damage to all creatures in the chamber (DC 44 [basic](/Rules.aspx?ID=329) Reflex save). On a critical failure, a creature additionally takes 1d10 [persistent acid damage](/Conditions.aspx?ID=29).","name":"Cuastic Shower","rarity":"uncommon","release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 63</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nContact with the doors, pillars, or statue causes a shower of acid.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 63"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 63</row>","speed":{},"spoilers":"Blood Lords","stealth":"DC 53 (legendary)","summary":"Contact with the doors, pillars, or statue causes a shower of acid.","summary_markdown":"Contact with the doors, pillars, or statue causes a shower of acid.","text":" Cuastic Shower Source Pathfinder #186: Ghost King's Rage pg. 63 Complexity Simple Contact with the doors, pillars, or statue causes a shower of acid. --- Stealth DC 53 (legendary) Disable DC 48 Crafting (master) to ground the charged features or DC 50 Thievery (legendary) to disable the contact sensors Acid Shower Reaction (acid) Trigger A creature touches the doors, pillars, or statue directly or with a tool; Effect A shower of acid rains down from the ceiling, dealing 8d10+48 acid damage to all creatures in the chamber (DC 44 basic Reflex save). On a critical failure, a creature additionally takes 1d10 persistent acid damage.","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=329","weakness":{}}},{"_index":"aon18","_id":"hazard-330","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 46 Arcana (legendary) to drain the magic from each shadow lash or DC 48 Thievery (legendary) to disable each shadow lash","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-330","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Shadow Lash](/Hazards.aspx?ID=330)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 66</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour pillars manifest shadow lashes that attack intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\n+38 (legendary)\r\n\r\n**Disable**\r\nDC 46 [Arcana](/Skills.aspx?ID=2) (legendary) to drain the magic from each shadow lash or DC 48 [Thievery](/Skills.aspx?ID=17) (legendary) to disable each shadow lash\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Manifest** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), [shadow](/Traits.aspx?ID=143)) **Trigger** A creature other than Kemnebi enters the chamber; **Effect** Four pillars (see above) manifest a writhing whip composed of solidified shadows. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(8 actions) This trap loses 2 actions each turn for each disabled shadow lash. Each shadow lash has 2 actions it can use to perform the following actions.<br /> **Melee** <actions string=\"Single Action\" /> lash +41 ([reach 20 feet](/Traits.aspx?ID=192)), **Damage** 4d10+22 slashing<br /> **Long-Range Lash** <actions string=\"Two Actions\" /> The lash lengthens, increasing its [reach](/Traits.aspx?ID=192) to 60 feet, and makes a lash Strike. The lash's length then reverts to normal.","name":"Shadow Lash","rarity":"uncommon","release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 66</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour pillars manifest shadow lashes that attack intruders.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 66"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 66</row>","speed":{},"spoilers":"Blood Lords","stealth":"+38 (legendary)","summary":"Four pillars manifest shadow lashes that attack intruders.","summary_markdown":"Four pillars manifest shadow lashes that attack intruders.","text":" Shadow Lash Source Pathfinder #186: Ghost King's Rage pg. 66 Complexity Complex Four pillars manifest shadow lashes that attack intruders. --- Stealth +38 (legendary) Disable DC 46 Arcana (legendary) to drain the magic from each shadow lash or DC 48 Thievery (legendary) to disable each shadow lash Manifest Reaction (arcane, conjuration, shadow) Trigger A creature other than Kemnebi enters the chamber; Effect Four pillars (see above) manifest a writhing whip composed of solidified shadows. The trap then rolls initiative. --- Routine (8 actions) This trap loses 2 actions each turn for each disabled shadow lash. Each shadow lash has 2 actions it can use to perform the following actions. Melee Single Action lash +41 (reach 20 feet), Damage 4d10+22 slashing Long-Range Lash Two Actions The lash lengthens, increasing its reach to 60 feet, and makes a lash Strike. The lash's length then reverts to normal.","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=330","weakness":{}}},{"_index":"aon18","_id":"hazard-331","_score":4.0463834,"_source":{"ac":48,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 48 Religion (legendary) to disenchant each eye through prayer or DC 48 Thievery (legendary) to disable each eye","exclude_from_search":false,"fortitude_save":36,"hardness":35,"hardness_raw":"35 Eye Hardness","hazard_type":"Trap","hp":135,"hp_raw":"135 (BT 67)","id":"hazard-331","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":20,"markdown":"<title level=\"1\" right=\"Hazard 20\" pfs=\"\">[Urgathoa's Ire](/Hazards.aspx?ID=331)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 67</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA statue of Urgathoa fires eye beams at intruders.\r\n\r\n---\r\n\r\n**Stealth**\r\n+38 (legendary)\r\n\r\n**Disable**\r\nDC 48 [Religion](/Skills.aspx?ID=13) (legendary) to disenchant each eye through prayer or DC 48 [Thievery](/Skills.aspx?ID=17) (legendary) to disable each eye\n\n<column gap=\"tiny\">\r\n\r\n**AC** 48, **Fort** +36, **Ref** +30\r\n\r\n**Eye Hardness**\r\n35\r\n\r\n**HP**\r\n135 (BT 67)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Glare** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [evocation](/Equipment.aspx?ID=1671), [fire](/Traits.aspx?ID=72)) **Trigger** A creature other than Kemnebi enters the chamber; **Effect** The trap shoots a concentrated beam of fire at the triggering creature. The trap makes an eye beam Strike. If one of Urgathoa's eyes has been disabled, this Strike deals half damage. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The trap shoots a concentrated beam of fire at a random intruder. The trap makes an eye beam Strike. If one of Urgathoa's eyes has been disabled, this Strike deals half damage.<br />**Ranged** <actions string=\"Single Action\" /> eye beam +41 ([range increment 200 feet](/Traits.aspx?ID=248)), **Damage** 8d10+44 fire","name":"Urgathoa's Ire","rarity":"uncommon","reflex_save":30,"release_date":"2022-12-14","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 67</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA statue of Urgathoa fires eye beams at intruders.\r\n</summary>","source":["Pathfinder #186: Ghost King's Rage"],"source_raw":["Pathfinder #186: Ghost King's Rage pg. 67"],"source_category":"Adventure Paths","source_group":"Blood Lords","source_markdown":"<row gap=\"tiny\">[Pathfinder #186: Ghost King's Rage](/Sources.aspx?ID=189) pg. 67</row>","speed":{},"spoilers":"Blood Lords","stealth":"+38 (legendary)","summary":"A statue of Urgathoa fires eye beams at intruders.","summary_markdown":"A statue of Urgathoa fires eye beams at intruders.","text":" Urgathoa's Ire Source Pathfinder #186: Ghost King's Rage pg. 67 Complexity Complex A statue of Urgathoa fires eye beams at intruders. --- Stealth +38 (legendary) Disable DC 48 Religion (legendary) to disenchant each eye through prayer or DC 48 Thievery (legendary) to disable each eye AC 48, Fort +36, Ref +30 Eye Hardness 35 HP 135 (BT 67) Immunities critical hits, object immunities, precision damage Glare Reaction (divine, evocation, fire) Trigger A creature other than Kemnebi enters the chamber; Effect The trap shoots a concentrated beam of fire at the triggering creature. The trap makes an eye beam Strike. If one of Urgathoa's eyes has been disabled, this Strike deals half damage. The trap then rolls initiative. --- Routine (1 action) The trap shoots a concentrated beam of fire at a random intruder. The trap makes an eye beam Strike. If one of Urgathoa's eyes has been disabled, this Strike deals half damage. Ranged Single Action eye beam +41 (range increment 200 feet), Damage 8d10+44 fire","trait":["Complex","Magical","Trap","Uncommon"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Complex","Magical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=331","weakness":{}}},{"_index":"aon18","_id":"hazard-333","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Thievery (trained)","exclude_from_search":false,"fortitude_save":8,"hazard_type":"Trap","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-333","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Formian Sting Trench](/Hazards.aspx?ID=333)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 72</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA thin layer of canvas conceals this 10-foot-square pit, the walls of which are studded with dagger-sized formian stingers. Creatures that fall into the trap risk being gouged by the poisonous barbs.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (trained)\r\n\r\n**Disable**\r\nDC 22 [Thievery](/Skills.aspx?ID=17) (trained)\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +8, **Ref** +8\n\n**Canvas HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Entrench** <actions string=\"Reaction\" /> ([attack](/Traits.aspx?ID=15)) **Trigger** A creature walks onto the canvas; **Effect** The creature falls into the concealed trench and takes falling damage (typically 10 bludgeoning damage). The creature is also gouged by three poisoned stingers as they fall. The creature can use the [Grab an Edge](/Actions.aspx?ID=95) reaction to avoid falling.<br />**Melee** <actions string=\"Single Action\" /> stinger +17, **Damage** 1d8+3 plus formian trench poison<br />**Formian Trench Poison** (poison) **Saving Throw** Fortitude DC 21; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison damage (1 round); **Stage 2** 1d6 poison damage and clumsy 1 (1 round); **Stage 3** 1d6 poison damage, clumsy 1, and enfeebled 1 (1 round); **Stage 4** 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round)\n\n---\r\n**Reset**\r\n Creatures can still fall into the trap, but the canvas must be reset manually for the trap to become hidden again.","name":"Formian Sting Trench","rarity":"common","reflex_save":8,"release_date":"2023-01-25","reset":" Creatures can still fall into the trap, but the canvas must be reset manually for the trap to become hidden again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 72</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA thin layer of canvas conceals this 10-foot-square pit, the walls of which are studded with dagger-sized formian stingers. Creatures that fall into …\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 72"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 72</row>","speed":{},"stealth":"DC 25 (trained)","summary":"A thin layer of canvas conceals this 10-foot-square pit, the walls of which are studded with dagger-sized formian stingers. Creatures that fall into …","summary_markdown":"A thin layer of canvas conceals this 10-foot-square pit, the walls of which are studded with dagger-sized formian stingers. Creatures that fall into …","text":" Formian Sting Trench Source Pathfinder #187: The Seventh Arch pg. 72 Complexity Simple A thin layer of canvas conceals this 10-foot-square pit, the walls of which are studded with dagger-sized formian stingers. Creatures that fall into the trap risk being gouged by the poisonous barbs. --- Stealth DC 25 (trained) Disable DC 22 Thievery (trained) AC 18, Fort +8, Ref +8 Canvas HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Entrench Reaction (attack) Trigger A creature walks onto the canvas; Effect The creature falls into the concealed trench and takes falling damage (typically 10 bludgeoning damage). The creature is also gouged by three poisoned stingers as they fall. The creature can use the Grab an Edge reaction to avoid falling. Melee Single Action stinger +17, Damage 1d8+3 plus formian trench poison Formian Trench Poison (poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 1d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 4 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round) --- Reset Creatures can still fall into the trap, but the canvas must be reset manually for the trap to become hidden again.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=333","weakness":{}}},{"_index":"aon18","_id":"hazard-338","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 25 Religion (trained) to exorcise one of the wraiths or DC 25 Occultism (expert) to erase one of the wraith's astral sigils; three successful checks are required to disable the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-338","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Huanted Aiudara](/Hazards.aspx?ID=338)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 75</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe spiritual imprints of long-dead explorers haunt this _aiudara_, manifesting as a trio of astral wraiths who guard the gateway jealously.\r\n\r\n---\r\n\r\n**Stealth**\r\n+15 (expert)\r\n\r\n**Disable**\r\nDC 25 [Religion](/Skills.aspx?ID=13) (trained) to exorcise one of the wraiths or DC 25 [Occultism](/Skills.aspx?ID=11) (expert) to erase one of the wraith's astral sigils; three successful checks are required to disable the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Forcful Screech** <actions string=\"Reaction\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Trigger** A creature comes within 30 feet of the aiudara; **Effect** Three aiudara wraiths screech in unison and manifest to protect the arch. Each creature within 30 feet must attempt a DC 27 Will save. The haunt rolls initiative.\r\n\r\n**Success** The creature is unaffected.<br />\r\n**Failure** The creature takes 2d8+9 force damage.<br />\r\n**Critical Failure** The creature takes 4d8+9 force damage and is [fatigued](/Conditions.aspx?ID=15).\r\n\r\n---\r\n**Routine**\r\nRoutine (3 actions; [conjuration](/Traits.aspx?ID=33), [divine](/Traits.aspx?ID=48), [teleportation](/Traits.aspx?ID=156)) With spectral claws, the aiudara wraiths hurl trespassers through time and space. Each of the three wraiths has 1 action which it can use to make a forceful hand Strike against a creature within 60 feet. The haunt loses 1 action for each successful check to disable the haunt. When the haunt rolls a critical hit to Strike a creature, the creature is instantly shunted to an empty space within 30 feet. The haunt chooses which space the creature is transported to.<br />Melee <actions string=\"Single Action\" /> forceful hand +17 (magical), Damage 2d8+9 force; no multiple attack penalty\r\n\r\n---\r\n**Reset**\r\nThe aiudara wraiths disperse after 1 minute, but the haunt resets after 24 hours.","name":"Huanted Aiudara","rarity":"common","release_date":"2023-01-25","reset":"The aiudara wraiths disperse after 1 minute, but the haunt resets after 24 hours.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 75</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe spiritual imprints of long-dead explorers haunt this aiudara , manifesting as a trio of astral wraiths who guard the gateway jealously.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 75"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 75</row>","speed":{},"stealth":"+15 (expert)","summary":"The spiritual imprints of long-dead explorers haunt this aiudara , manifesting as a trio of astral wraiths who guard the gateway jealously.","summary_markdown":"The spiritual imprints of long-dead explorers haunt this aiudara , manifesting as a trio of astral wraiths who guard the gateway jealously.","text":" Huanted Aiudara Source Pathfinder #187: The Seventh Arch pg. 75 Complexity Complex The spiritual imprints of long-dead explorers haunt this aiudara , manifesting as a trio of astral wraiths who guard the gateway jealously. --- Stealth +15 (expert) Disable DC 25 Religion (trained) to exorcise one of the wraiths or DC 25 Occultism (expert) to erase one of the wraith's astral sigils; three successful checks are required to disable the haunt Forcful Screech Reaction (divine, necromancy) Trigger A creature comes within 30 feet of the aiudara; Effect Three aiudara wraiths screech in unison and manifest to protect the arch. Each creature within 30 feet must attempt a DC 27 Will save. The haunt rolls initiative. Success The creature is unaffected. Failure The creature takes 2d8+9 force damage. Critical Failure The creature takes 4d8+9 force damage and is fatigued. --- Routine Routine (3 actions; conjuration, divine, teleportation) With spectral claws, the aiudara wraiths hurl trespassers through time and space. Each of the three wraiths has 1 action which it can use to make a forceful hand Strike against a creature within 60 feet. The haunt loses 1 action for each successful check to disable the haunt. When the haunt rolls a critical hit to Strike a creature, the creature is instantly shunted to an empty space within 30 feet. The haunt chooses which space the creature is transported to. Melee Single Action forceful hand +17 (magical), Damage 2d8+9 force; no multiple attack penalty --- Reset The aiudara wraiths disperse after 1 minute, but the haunt resets after 24 hours.","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=338","weakness":{}}},{"_index":"aon18","_id":"hazard-339","_score":4.0463834,"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Survival (trained) to remove a 5-foot square of jijioa, or 5 points of fire damage to destroy an affected area","exclude_from_search":false,"fortitude_save":17,"hazard_type":"Environmental","hp":52,"hp_raw":"52 (BT 26)","id":"hazard-339","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Blooming Jijioa](/Hazards.aspx?ID=339)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 76</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nAn invisible solar fare causes this patch of unassuming ground cover to suddenly bloom into a radioactive feld.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 26 (expert)\r\n\r\n**Disable**\r\nDC 22 [Survival](/Skills.aspx?ID=16) (trained) to remove a 5-foot square of jijioa, or 5 points of fire damage to destroy an affected area\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +17, **Ref** +9\n\n**HP**\r\n52 (BT 26)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\nfire 10\n\n</column>\r\n\r\n**Solar Bloom** <actions string=\"Reaction\" /> **Trigger** The jijioa patch is exposed to a solar flare; **Effect** The countless jijioa fowers suddenly bloom, magnifying the ambient heat of the sun a hundredfold. Creatures in the jijioa patch take 4d6 fire damage (DC 22 basic Fortitude save). Creatures that end their turn in the patch continue to take damage in this way as long as the jijioa is in bloom.\n\n---\r\n**Reset**\r\n An hour after blooming, a jijioa patch goes dormant for 1 week.","name":"Blooming Jijioa","rarity":"common","reflex_save":9,"release_date":"2023-01-25","reset":" An hour after blooming, a jijioa patch goes dormant for 1 week.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 76</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible solar fare causes this patch of unassuming ground cover to suddenly bloom into a radioactive feld.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 76"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 76</row>","speed":{},"stealth":"DC 26 (expert)","summary":"An invisible solar fare causes this patch of unassuming ground cover to suddenly bloom into a radioactive feld.","summary_markdown":"An invisible solar fare causes this patch of unassuming ground cover to suddenly bloom into a radioactive feld.","text":" Blooming Jijioa Source Pathfinder #187: The Seventh Arch pg. 76 Complexity Simple An invisible solar fare causes this patch of unassuming ground cover to suddenly bloom into a radioactive feld. --- Stealth DC 26 (expert) Disable DC 22 Survival (trained) to remove a 5-foot square of jijioa, or 5 points of fire damage to destroy an affected area AC 25, Fort +17, Ref +9 HP 52 (BT 26) Immunities critical hits, object immunities, precision damage Weaknesses fire 10 Solar Bloom Reaction Trigger The jijioa patch is exposed to a solar flare; Effect The countless jijioa fowers suddenly bloom, magnifying the ambient heat of the sun a hundredfold. Creatures in the jijioa patch take 4d6 fire damage (DC 22 basic Fortitude save). Creatures that end their turn in the patch continue to take damage in this way as long as the jijioa is in bloom. --- Reset An hour after blooming, a jijioa patch goes dormant for 1 week.","trait":["Environmental"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62)","trait_raw":["Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=339","weakness":{"fire":10},"weakness_markdown":"fire 10","weakness_raw":"fire 10"}},{"_index":"aon18","_id":"hazard-346","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Thievery (trained) to move the rope without setting of the alarm, or dispel magic (1st level; counteract DC 16) to disable the rope's magic","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-346","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Cordon Alarm](/Hazards.aspx?ID=346)</title>\r\n\r\n<traits>\r\n<trait label=\"Abjuration\" url=\"/Traits.aspx?ID=2\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 15</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA hempen rope tied between trees emanates an invisible, cylindrical barrier that sounds an alarm when crossed.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (trained)\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) (trained) to move the rope without setting of the alarm, or [_dispel magic_](/Spells.aspx?ID=78) (1st level; counteract DC 16) to disable the rope's magic\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Alarm** <actions string=\"Reaction\" /> **Trigger** An object or creature of at least 1 Bulk crosses an invisible vertical barrier extending 30 feet above and below the rope; **Effect** The rope squawks like an angry squirrel from the point where the barrier was breached. This alarm is as loud as a human scream and lasts for 1 minute. If an item or creature is still breaching the barrier at the end of this duration, the alarm immediately triggers again.\n\n---\r\n**Reset**\r\nThe alarm resets immediately. Multiple breaches can cause the alarm to sound in multiple places at the same time, though the alarm can still be triggered only once per round.","name":"Cordon Alarm","rarity":"common","release_date":"2023-01-25","reset":"The alarm resets immediately. Multiple breaches can cause the alarm to sound in multiple places at the same time, though the alarm can still be triggered only once per round.","resistance":{},"school":"abjuration","search_markdown":"<traits>\r\n<trait label=\"Abjuration\" url=\"/Traits.aspx?ID=2\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 15</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA hempen rope tied between trees emanates an invisible, cylindrical barrier that sounds an alarm when crossed.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 15"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 15</row>","speed":{},"stealth":"DC 18 (trained)","summary":"A hempen rope tied between trees emanates an invisible, cylindrical barrier that sounds an alarm when crossed.","summary_markdown":"A hempen rope tied between trees emanates an invisible, cylindrical barrier that sounds an alarm when crossed.","text":" Cordon Alarm Source Pathfinder #187: The Seventh Arch pg. 15 Complexity Simple A hempen rope tied between trees emanates an invisible, cylindrical barrier that sounds an alarm when crossed. --- Stealth DC 18 (trained) Disable DC 18 Thievery (trained) to move the rope without setting of the alarm, or dispel magic (1st level; counteract DC 16) to disable the rope's magic Alarm Reaction Trigger An object or creature of at least 1 Bulk crosses an invisible vertical barrier extending 30 feet above and below the rope; Effect The rope squawks like an angry squirrel from the point where the barrier was breached. This alarm is as loud as a human scream and lasts for 1 minute. If an item or creature is still breaching the barrier at the end of this duration, the alarm immediately triggers again. --- Reset The alarm resets immediately. Multiple breaches can cause the alarm to sound in multiple places at the same time, though the alarm can still be triggered only once per round.","trait":["Abjuration","Magical","Trap"],"trait_markdown":"[Abjuration](/Traits.aspx?ID=2), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Abjuration","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=346","weakness":{}}},{"_index":"aon18","_id":"hazard-347","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 17 Arcana (trained) to will the Material Plane's hold on the area back into firmness and disable the effect for 1 hour, or dispel magic (1st level; counteract DC 15) to end the effect permanently","exclude_from_search":false,"id":"hazard-347","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Shadowshift Field](/Hazards.aspx?ID=347)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Conjuration\" url=\"/Traits.aspx?ID=33\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 18</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nCross-planar seepage from the Oaksteward rebels ritual causes shadowy warping effects to strain and damage living creatures in the forest clearing.\r\n\r\n---\r\n\r\n**Stealth**\r\n+7 (trained) to notice the air and plants wavering and shifting\r\n\r\n**Disable**\r\nDC 17 [Arcana](/Skills.aspx?ID=2) (trained) to will the Material Plane's hold on the area back into firmness and disable the effect for 1 hour, or [_dispel magic_](/Spells.aspx?ID=78) (1st level; counteract DC 15) to end the effect permanently\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Shadowshift** <actions string=\"Reaction\" /> ([conjuration](/Traits.aspx?ID=33), [primal](/Traits.aspx?ID=134)) **Trigger** A character enters the affected area; **Effect** The hazard rolls initiative as the feld of planar warping surges, flling the forest clearing.\n\n---\r\n**Routine**\r\n(1 action) Each creature in the clearing must attempt a DC 17 Fortitude save as the planar warping threatens to create microscopic tears inside their body. Fey, plant creatures, and druids are unaffected.<br /> **Critical Success** The creature is unaffected and immune for 24 hours. The land is healed 1d6 points by the primal magic.<br /> **Success** The creature is unaffected and immune to the effect for 24 hours.<br /> **Failure** The creature takes 1d6+3 force damage.<br /> **Critical Failure** The creature takes 2d6+6 force damage.\r\n\r\n---\r\n**Reset**\r\nThis effect continues for 1 day, after which it ends and cannot be triggered again without another ritual.","name":"Shadowshift Field","rarity":"common","release_date":"2023-01-25","reset":"This effect continues for 1 day, after which it ends and cannot be triggered again without another ritual.","resistance":{},"school":"conjuration","search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Conjuration\" url=\"/Traits.aspx?ID=33\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 18</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCross-planar seepage from the Oaksteward rebels ritual causes shadowy warping effects to strain and damage living creatures in the forest clearing.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 18"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 18</row>","speed":{},"stealth":"+7 (trained) to notice the air and plants wavering and shifting","summary":"Cross-planar seepage from the Oaksteward rebels ritual causes shadowy warping effects to strain and damage living creatures in the forest clearing.","summary_markdown":"Cross-planar seepage from the Oaksteward rebels ritual causes shadowy warping effects to strain and damage living creatures in the forest clearing.","text":" Shadowshift Field Source Pathfinder #187: The Seventh Arch pg. 18 Complexity Complex Cross-planar seepage from the Oaksteward rebels ritual causes shadowy warping effects to strain and damage living creatures in the forest clearing. --- Stealth +7 (trained) to notice the air and plants wavering and shifting Disable DC 17 Arcana (trained) to will the Material Plane's hold on the area back into firmness and disable the effect for 1 hour, or dispel magic (1st level; counteract DC 15) to end the effect permanently Shadowshift Reaction (conjuration, primal) Trigger A character enters the affected area; Effect The hazard rolls initiative as the feld of planar warping surges, flling the forest clearing. --- Routine (1 action) Each creature in the clearing must attempt a DC 17 Fortitude save as the planar warping threatens to create microscopic tears inside their body. Fey, plant creatures, and druids are unaffected. Critical Success The creature is unaffected and immune for 24 hours. The land is healed 1d6 points by the primal magic. Success The creature is unaffected and immune to the effect for 24 hours. Failure The creature takes 1d6+3 force damage. Critical Failure The creature takes 2d6+6 force damage. --- Reset This effect continues for 1 day, after which it ends and cannot be triggered again without another ritual.","trait":["Complex","Conjuration","Magical"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Conjuration](/Traits.aspx?ID=33), [Magical](/Traits.aspx?ID=103)","trait_raw":["Complex","Conjuration","Magical"],"type":"Hazard","url":"/Hazards.aspx?ID=347","weakness":{}}},{"_index":"aon18","_id":"hazard-349","_score":4.0463834,"_source":{"ac":19,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Thievery (trained) to disable the pressure sensors, or DC 20 Survival (trained) to safely extinguish the stove fires.","exclude_from_search":false,"fortitude_save":10,"hardness":10,"hardness_raw":"10","hazard_type":"Trap","hp":42,"hp_raw":"42 (21)","id":"hazard-349","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Exploding Stove](/Hazards.aspx?ID=349)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 22</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe stove has been rigged to explode when pressure sensors under the floor are depressed.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (expert)\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) (trained) to disable the pressure sensors, or DC 20 [Survival](/Skills.aspx?ID=16) (trained) to safely extinguish the stove fires.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 19, **Fort** +10, **Ref** +5\r\n\r\n**Hardness**\r\n10\r\n\r\n**HP**\r\n42 (21)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Explode** <actions string=\"Reaction\" /> **Trigger** A creature steps on the floor within 5 feet of the stove; Effect The stove explodes, dealing 2d10+13 fire damage to each creature within 10 feet (basic DC 20 Reflex save).","name":"Exploding Stove","rarity":"common","reflex_save":5,"release_date":"2023-01-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 22</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe stove has been rigged to explode when pressure sensors under the floor are depressed.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 22"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 22</row>","speed":{},"stealth":"DC 22 (expert)","summary":"The stove has been rigged to explode when pressure sensors under the floor are depressed.","summary_markdown":"The stove has been rigged to explode when pressure sensors under the floor are depressed.","text":" Exploding Stove Source Pathfinder #187: The Seventh Arch pg. 22 Complexity Simple The stove has been rigged to explode when pressure sensors under the floor are depressed. --- Stealth DC 22 (expert) Disable DC 20 Thievery (trained) to disable the pressure sensors, or DC 20 Survival (trained) to safely extinguish the stove fires. AC 19, Fort +10, Ref +5 Hardness 10 HP 42 (21) Immunities critical hits, object immunities, precision damage Explode Reaction Trigger A creature steps on the floor within 5 feet of the stove; Effect The stove explodes, dealing 2d10+13 fire damage to each creature within 10 feet (basic DC 20 Reflex save).","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=349","weakness":{}}},{"_index":"aon18","_id":"hazard-350","_score":4.0463834,"_source":{"ac":16,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Thievery to safely cut the thread","exclude_from_search":false,"fortitude_save":10,"hardness":7,"hardness_raw":"7","hazard_type":"Trap","hp":25,"hp_raw":"25","id":"hazard-350","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Violet Mister](/Hazards.aspx?ID=350)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 25</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nOpening the door pulls a thread, which causes a plant mister to spray a cloud of poison into the triggering creatures face.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained) to notice the trap's trigger-thread attached to the door\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) to safely cut the thread\n\n<column gap=\"tiny\">\r\n\r\n**AC** 16, **Fort** +10, **Ref** +10\r\n\r\n**Hardness**\r\n7\r\n\r\n**HP**\r\n25\n\n</column>\r\n\r\n**Poisoned Welcome** <actions string=\"Reaction\" /> **Trigger** A creature attempts to open the door; **Effect** Every creature within 10 feet of the door is exposed to violet venom poison.<br /> **Violet Venom** ([contact](/Traits.aspx?ID=37), [poison](/MonsterAbilities.aspx?ID=24)) **Saving Throw** DC 17 Fortitude; **Onset**1 minute; **Maximum Duration** 6 rounds; **Stage 1** 1d6 poison plus enfeebled 1 (1 round); **Stage 2** 1d6 poison plus drained 1 (1 round); **Stage 3** 2d6 poison plus enfeebled 1 (1 round)","name":"Violet Mister","rarity":"common","reflex_save":10,"release_date":"2023-01-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 25</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nOpening the door pulls a thread, which causes a plant mister to spray a cloud of poison into the triggering creatures face.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 25"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 25</row>","speed":{},"stealth":"DC 20 (trained) to notice the trap's trigger-thread attached to the door","summary":"Opening the door pulls a thread, which causes a plant mister to spray a cloud of poison into the triggering creatures face.","summary_markdown":"Opening the door pulls a thread, which causes a plant mister to spray a cloud of poison into the triggering creatures face.","text":" Violet Mister Source Pathfinder #187: The Seventh Arch pg. 25 Complexity Simple Opening the door pulls a thread, which causes a plant mister to spray a cloud of poison into the triggering creatures face. --- Stealth DC 20 (trained) to notice the trap's trigger-thread attached to the door Disable DC 18 Thievery to safely cut the thread AC 16, Fort +10, Ref +10 Hardness 7 HP 25 Poisoned Welcome Reaction Trigger A creature attempts to open the door; Effect Every creature within 10 feet of the door is exposed to violet venom poison. Violet Venom (contact, poison) Saving Throw DC 17 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 (1 round)","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=350","weakness":{}}},{"_index":"aon18","_id":"hazard-351","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 18 Thievery (trained) to safely puncture a pipe, or DC 16 Engineering Lore (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap","exclude_from_search":false,"fortitude_save":11,"hardness":7,"hardness_raw":"7 Tank Hardness","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25); <b>Pipe Hardness</b> 7, <b>Pipe HP</b> 30 (BT 15)","id":"hazard-351","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Reservoir Trap](/Hazards.aspx?ID=351)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 26</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nPipes extending from a pressurized water tank spray fesh-cutting jets of water at unwary passersby.\r\n\r\n---\r\n\r\n**Stealth**\r\n+11 (trained); DC 19 (expert) to notice the water tank bulging under the immense pressure\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) (trained) to safely puncture a pipe, or DC 16 [Engineering Lore](/Skills.aspx?ID=8) (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +11, **Ref** +3\r\n\r\n**Tank Hardness**\r\n7\r\n\r\n**Tank HP**\r\n50 (BT 25); **Pipe Hardness** 7, **Pipe HP** 30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Water Jets** <actions string=\"Reaction\" /> **Trigger** A creature steps on a floor space in this room; **Effect** Seals on the water pipes burst, issuing forth high-pressure water jets in random directions. The hazard makes a water jet Strike against the triggering creature. The hazard rolls initiative. Violent Deluge <actions string=\"Reaction\" /> **Trigger** The water tank is broken or destroyed; **Effect** A torrent of water bursts from the shattered tank, dealing 3d8 bludgeoning damage to each creature within 15 feet (basic DC 22 Refex save). The trap is then disabled.\n\n---\r\n**Routine**\r\n(3 actions) For each pipe destroyed or disabled, the trap loses 1 action. On each of the trap's actions, the trap targets a random creature in the room with a water jet Strike.<br /> **Ranged** water jet +11 ([water](/Traits.aspx?ID=165)), Damage 2d8 piercing; no multiple attack penalty\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates after 5 rounds. It cannot be reactivated until the reservoir is ref lled, which takes an average of 5 days.","name":"Reservoir Trap","rarity":"common","reflex_save":3,"release_date":"2023-01-25","reset":"The trap deactivates after 5 rounds. It cannot be reactivated until the reservoir is ref lled, which takes an average of 5 days.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 26</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nPipes extending from a pressurized water tank spray fesh-cutting jets of water at unwary passersby.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 26"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 26</row>","speed":{},"stealth":"+11 (trained); DC 19 (expert) to notice the water tank bulging under the immense pressure","summary":"Pipes extending from a pressurized water tank spray fesh-cutting jets of water at unwary passersby.","summary_markdown":"Pipes extending from a pressurized water tank spray fesh-cutting jets of water at unwary passersby.","text":" Reservoir Trap Source Pathfinder #187: The Seventh Arch pg. 26 Complexity Complex Pipes extending from a pressurized water tank spray fesh-cutting jets of water at unwary passersby. --- Stealth +11 (trained); DC 19 (expert) to notice the water tank bulging under the immense pressure Disable DC 18 Thievery (trained) to safely puncture a pipe, or DC 16 Engineering Lore (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap AC 18, Fort +11, Ref +3 Tank Hardness 7 Tank HP 50 (BT 25); Pipe Hardness 7, Pipe HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Water Jets Reaction Trigger A creature steps on a floor space in this room; Effect Seals on the water pipes burst, issuing forth high-pressure water jets in random directions. The hazard makes a water jet Strike against the triggering creature. The hazard rolls initiative. Violent Deluge Reaction Trigger The water tank is broken or destroyed; Effect A torrent of water bursts from the shattered tank, dealing 3d8 bludgeoning damage to each creature within 15 feet (basic DC 22 Refex save). The trap is then disabled. --- Routine (3 actions) For each pipe destroyed or disabled, the trap loses 1 action. On each of the trap's actions, the trap targets a random creature in the room with a water jet Strike. Ranged water jet +11 (water), Damage 2d8 piercing; no multiple attack penalty --- Reset The trap deactivates after 5 rounds. It cannot be reactivated until the reservoir is ref lled, which takes an average of 5 days.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=351","weakness":{}}},{"_index":"aon18","_id":"hazard-352","_score":4.0463834,"_source":{"ac":10,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Survival (trained) to reinforce and secure the ropes on one side of the bridge","exclude_from_search":false,"fortitude_save":1,"hazard_type":"Trap","hp":6,"hp_raw":"6 (BT 3)","id":"hazard-352","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Falling Bridge](/Hazards.aspx?ID=352)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 27</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe frayed ropes on both sides of this bridge snap when enough weight is put on the bridges center.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\nDC 20 [Survival](/Skills.aspx?ID=16) (trained) to reinforce and secure the ropes on one side of the bridge\n\n<column gap=\"tiny\">\r\n\r\n**AC** 10, **Fort** +1, **Ref** +1\n\n**Rope HP**\r\n6 (BT 3)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Collapse Brdige** <actions string=\"Reaction\" /> **Trigger** A Medium or larger creature steps onto the middle of the bridge (any of the squares marked “T” on the map); **Effect** The ropes on both sides of the bridge snap simultaneously, causing the bridge to collapse. Any creature on the bridge falls to the forest floor 50 feet below and takes 25 bludgeoning damage. A creature within 10 feet of one end of the bridge can attempt a DC 18 Reflex saving throw to [Grab a Ledge](/Actions.aspx?ID=95) along the side of either A8 or A13.<br /> If one side of the bridge has been disabled by resecuring the ropes, a character on any section of the bridge can attempt a DC 18 Reflex save to hang onto the bridge as one side of it falls. The dangling bridge thereafter functions as a ladder connecting either area A8 or A13 (whichever was secured) to the forest floor.","name":"Falling Bridge","rarity":"common","reflex_save":1,"release_date":"2023-01-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 27</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe frayed ropes on both sides of this bridge snap when enough weight is put on the bridges center.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 27"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 27</row>","speed":{},"stealth":"DC 23 (trained)","summary":"The frayed ropes on both sides of this bridge snap when enough weight is put on the bridges center.","summary_markdown":"The frayed ropes on both sides of this bridge snap when enough weight is put on the bridges center.","text":" Falling Bridge Source Pathfinder #187: The Seventh Arch pg. 27 Complexity Simple The frayed ropes on both sides of this bridge snap when enough weight is put on the bridges center. --- Stealth DC 23 (trained) Disable DC 20 Survival (trained) to reinforce and secure the ropes on one side of the bridge AC 10, Fort +1, Ref +1 Rope HP 6 (BT 3) Immunities critical hits, object immunities, precision damage Collapse Brdige Reaction Trigger A Medium or larger creature steps onto the middle of the bridge (any of the squares marked “T” on the map); Effect The ropes on both sides of the bridge snap simultaneously, causing the bridge to collapse. Any creature on the bridge falls to the forest floor 50 feet below and takes 25 bludgeoning damage. A creature within 10 feet of one end of the bridge can attempt a DC 18 Reflex saving throw to Grab a Ledge along the side of either A8 or A13. If one side of the bridge has been disabled by resecuring the ropes, a character on any section of the bridge can attempt a DC 18 Reflex save to hang onto the bridge as one side of it falls. The dangling bridge thereafter functions as a ladder connecting either area A8 or A13 (whichever was secured) to the forest floor.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=352","weakness":{}}},{"_index":"aon18","_id":"hazard-353","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 18 Thievery (trained) to jam the trapdoor open","exclude_from_search":false,"fortitude_save":7,"hardness":9,"hardness_raw":"9 Trapdoor Hardness","hazard_type":"Trap","hp":30,"hp_raw":"30","id":"hazard-353","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Corpse Disposal](/Hazards.aspx?ID=353)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 38</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA wooden trapdoor conceals a spike-flled pit 10 feet square and 20 feet deep. The DC to Climb out of the pit is 10.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 21 (or 0 if the trapdoor is disabled or broken)\r\n\r\n**Disable**\r\nDC 18 [Thievery](/Skills.aspx?ID=17) (trained) to jam the trapdoor open\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +7, **Ref** +7\r\n\r\n**Trapdoor Hardness**\r\n9\r\n\r\n**Trapdoor HP**\r\n30\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Dispose** <actions string=\"Reaction\" /> **Trigger** A creature steps onto the trapdoor (marked “T” on the map); **Effect** The triggering creature falls into the pit. The creature can use the Grab an Edge reaction to avoid falling. Failing that, the creature falls 20 feet (taking 10 bludgeoning damage from the fall) and takes 3d6 piercing damage from the metal spikes jutting up from the pit's floor. A creature who takes damage from the spikes is exposed to tetanus.<br /> **Tetanus** (disease) **Saving Throw** DC 14 Fortitude; **Onset** 10 days; **Stage 1** clumsy 1 (1 week); **Stage 2** clumsy 2 and can't speak (1 day); **Stage 3** paralyzed with spasms (1 day); **Stage 4** death","name":"Corpse Disposal","rarity":"common","reflex_save":7,"release_date":"2023-01-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 38</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA wooden trapdoor conceals a spike-flled pit 10 feet square and 20 feet deep. The DC to Climb out of the pit is 10.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 38"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 38</row>","speed":{},"stealth":"DC 21 (or 0 if the trapdoor is disabled or broken)","summary":"A wooden trapdoor conceals a spike-flled pit 10 feet square and 20 feet deep. The DC to Climb out of the pit is 10.","summary_markdown":"A wooden trapdoor conceals a spike-flled pit 10 feet square and 20 feet deep. The DC to Climb out of the pit is 10.","text":" Corpse Disposal Source Pathfinder #187: The Seventh Arch pg. 38 Complexity Simple A wooden trapdoor conceals a spike-flled pit 10 feet square and 20 feet deep. The DC to Climb out of the pit is 10. --- Stealth DC 21 (or 0 if the trapdoor is disabled or broken) Disable DC 18 Thievery (trained) to jam the trapdoor open AC 18, Fort +7, Ref +7 Trapdoor Hardness 9 Trapdoor HP 30 Immunities critical hits, object immunities, precision damage Dispose Reaction Trigger A creature steps onto the trapdoor (marked “T” on the map); Effect The triggering creature falls into the pit. The creature can use the Grab an Edge reaction to avoid falling. Failing that, the creature falls 20 feet (taking 10 bludgeoning damage from the fall) and takes 3d6 piercing damage from the metal spikes jutting up from the pit's floor. A creature who takes damage from the spikes is exposed to tetanus. Tetanus (disease) Saving Throw DC 14 Fortitude; Onset 10 days; Stage 1 clumsy 1 (1 week); Stage 2 clumsy 2 and can't speak (1 day); Stage 3 paralyzed with spasms (1 day); Stage 4 death","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=353","weakness":{}}},{"_index":"aon18","_id":"hazard-354","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 16 Acrobatics to move through the room without touching any of the runes, followed by DC 18 Thievery (trained) to carve them out of the wood without triggering them; or dispel magic (1st level; counteract DC 16) to counteract the runes","exclude_from_search":false,"fortitude_save":11,"hardness":8,"hardness_raw":"8","hazard_type":"Trap","hp":32,"hp_raw":"32","id":"hazard-354","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Shadow Guards](/Hazards.aspx?ID=354)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=143\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 38</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nShadowy caricatures of elves peel themselves from the foor and attack everyone in the room.\r\n\r\n---\r\n\r\n**Stealth**\r\n+11 (trained) to notice the runes concealed among the drawings\r\n\r\n**Disable**\r\nDC 16 [Acrobatics](/Skills.aspx?ID=1) to move through the room without touching any of the runes, followed by DC 18 [Thievery](/Skills.aspx?ID=17) (trained) to carve them out of the wood without triggering them; or [_dispel magic_](/Spells.aspx?ID=78) (1st level; counteract DC 16) to counteract the runes\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +11, **Ref** +11\r\n\r\n**Hardness**\r\n8\r\n\r\n**HP**\r\n32\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Shadow Rush** <actions string=\"Reaction\" /> **Trigger** A creature enters the room; **Effect** After waiting 1 round, the trap animates its shadowy stick figures and makes a painted spear Strike against each creature in the room. The trap rolls initiative.\n\n---\r\n**Routine**\r\nRoutine (1 action) The drawings stab at each character in the room with spears drawn from sharp lines.<br /> Melee <actions string=\"Single Action\" /> painted spear +11, Damage 1d10+4 piercing\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets after 1 minute. The drawings cannot pursue characters out of the room.","name":"Shadow Guards","rarity":"common","reflex_save":11,"release_date":"2023-01-25","reset":"The trap deactivates and resets after 1 minute. The drawings cannot pursue characters out of the room.","resistance":{},"school":"evocation","search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Shadow\" url=\"/Traits.aspx?ID=143\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 38</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nShadowy caricatures of elves peel themselves from the foor and attack everyone in the room.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 38"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 38</row>","speed":{},"stealth":"+11 (trained) to notice the runes concealed among the drawings","summary":"Shadowy caricatures of elves peel themselves from the foor and attack everyone in the room.","summary_markdown":"Shadowy caricatures of elves peel themselves from the foor and attack everyone in the room.","text":" Shadow Guards Source Pathfinder #187: The Seventh Arch pg. 38 Complexity Complex Shadowy caricatures of elves peel themselves from the foor and attack everyone in the room. --- Stealth +11 (trained) to notice the runes concealed among the drawings Disable DC 16 Acrobatics to move through the room without touching any of the runes, followed by DC 18 Thievery (trained) to carve them out of the wood without triggering them; or dispel magic (1st level; counteract DC 16) to counteract the runes AC 18, Fort +11, Ref +11 Hardness 8 HP 32 Immunities critical hits, object immunities, precision damage Shadow Rush Reaction Trigger A creature enters the room; Effect After waiting 1 round, the trap animates its shadowy stick figures and makes a painted spear Strike against each creature in the room. The trap rolls initiative. --- Routine Routine (1 action) The drawings stab at each character in the room with spears drawn from sharp lines. Melee Single Action painted spear +11, Damage 1d10+4 piercing --- Reset The trap deactivates and resets after 1 minute. The drawings cannot pursue characters out of the room.","trait":["Complex","Evocation","Magical","Shadow","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Evocation](/Traits.aspx?ID=65), [Magical](/Traits.aspx?ID=103), [Shadow](/Traits.aspx?ID=143), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Evocation","Magical","Shadow","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=354","weakness":{}}},{"_index":"aon18","_id":"hazard-355","_score":4.0463834,"_source":{"ac":16,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Survival (trained) to navigate a safe path without triggering the mushrooms","exclude_from_search":false,"fortitude_save":10,"hazard_type":"Environmental","id":"hazard-355","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Mindhammer Mushrooms](/Hazards.aspx?ID=355)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 46</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 20 (trained) to notice small animal skeletons among the mushrooms\r\n\r\n**Disable**\r\nDC 20 [Survival](/Skills.aspx?ID=16) (trained) to navigate a safe path without triggering the mushrooms\n\n<column gap=\"tiny\">\r\n\r\n**AC** 16, **Fort** +10, **Ref** +8\n\n**Immunities**\r\ncritical hits, object immunities, precision damage\r\n\r\n**Weaknesses**\r\nfire 10\n\n</column>\r\n\r\n**Psychic Blast** <actions string=\"Reaction\" /> **Trigger** A creature walks through the mushrooms; **Effect** The mushrooms release a loud hum of psychic energy. The triggering creature takes 2d8+8 mental damage (DC 23 basic Will save). On a critical failure, the creature is fatigued.\n\n---\r\n**Reset**\r\nThe mushrooms must rest for 24 hours before they can emit another Psychic Blast.","name":"Mindhammer Mushrooms","rarity":"common","reflex_save":8,"release_date":"2023-01-25","reset":"The mushrooms must rest for 24 hours before they can emit another Psychic Blast.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fungus\" url=\"/Traits.aspx?ID=77\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 46</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 46"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 46</row>","speed":{},"stealth":"DC 20 (trained) to notice small animal skeletons among the mushrooms","summary":"The mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions.","summary_markdown":"The mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions.","text":" Mindhammer Mushrooms Source Pathfinder #187: The Seventh Arch pg. 46 Complexity Simple The mushrooms emit powerful psychic blasts that overwhelm potential predators with exhausting psychedelic visions. --- Stealth DC 20 (trained) to notice small animal skeletons among the mushrooms Disable DC 20 Survival (trained) to navigate a safe path without triggering the mushrooms AC 16, Fort +10, Ref +8 Immunities critical hits, object immunities, precision damage Weaknesses fire 10 Psychic Blast Reaction Trigger A creature walks through the mushrooms; Effect The mushrooms release a loud hum of psychic energy. The triggering creature takes 2d8+8 mental damage (DC 23 basic Will save). On a critical failure, the creature is fatigued. --- Reset The mushrooms must rest for 24 hours before they can emit another Psychic Blast.","trait":["Environmental","Fungus"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fungus](/Traits.aspx?ID=77)","trait_raw":["Environmental","Fungus"],"type":"Hazard","url":"/Hazards.aspx?ID=355","weakness":{"fire":10},"weakness_markdown":"fire 10","weakness_raw":"fire 10"}},{"_index":"aon18","_id":"hazard-356","_score":4.0463834,"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 22 Thievery (trained) to carve out one eye sensor, DC 22 Arcana or Occultism (trained) to blank out one's mind (disables trap for self only), or dispel magic (2nd level; counteract DC 20) to counteract one eye sensor","exclude_from_search":false,"fortitude_save":12,"hardness":6,"hardness_raw":"6 Eye Hardness","hazard_type":"Trap","hp":20,"hp_raw":"20","id":"hazard-356","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Scholar's Bane](/Hazards.aspx?ID=356)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 53</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nIllusion magic overwhelms the minds of particularly intelligent creatures, forcing them to relive every intellectual failure and shame theyve ever sufered.\r\n\r\n---\r\n\r\n**Stealth**\r\n+14 (trained) to notice magical sensors hidden within four of the carvings eyes\r\n\r\n**Disable**\r\nDC 22 [Thievery](/Skills.aspx?ID=17) (trained) to carve out one eye sensor, DC 22 [Arcana](/Skills.aspx?ID=2) or [Occultism](/Skills.aspx?ID=11) (trained) to blank out one's mind (disables trap for self only), or [_dispel magic_](/Spells.aspx?ID=78) (2nd level; counteract DC 20) to counteract one eye sensor\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +12, **Ref** +8\r\n\r\n**Eye Hardness**\r\n6\r\n\r\n**Eye HP**\r\n20\n\n</column>\r\n\r\n**Reveal Failure** <actions string=\"Reaction\" /> **Trigger** A creature with an Intelligence score of 10 or greater enters the room; **Effect** The trap flls the triggering creature's mind with shameful memories. The creature must succeed at a DC 22 Will save or take 2d8+2 mental damage. The trap then rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) The trap uses each action to target a creature in the room with an Intelligence score of 10 or greater. A target must succeed at a DC 22 Will save or take 2d8+2 mental damage. On a critical failure, the creature takes a 10-foot status penalty to Speed for 1 minute as they stagger under the weight of their failures. The trap loses 1 action for each eye sensor disabled or destroyed.\r\n\r\n---\r\n**Reset**\r\nThe trap can function for 10 rounds, which dont need to be consecutive, before it must recharge for 24 hours.","name":"Scholar's Bane","rarity":"common","reflex_save":8,"release_date":"2023-01-25","reset":"The trap can function for 10 rounds, which dont need to be consecutive, before it must recharge for 24 hours.","resistance":{},"school":"illusion","search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Illusion\" url=\"/Traits.aspx?ID=92\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 53</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nIllusion magic overwhelms the minds of particularly intelligent creatures, forcing them to relive every intellectual failure and shame theyve ever …\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 53"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 53</row>","speed":{},"stealth":"+14 (trained) to notice magical sensors hidden within four of the carvings eyes","summary":"Illusion magic overwhelms the minds of particularly intelligent creatures, forcing them to relive every intellectual failure and shame theyve ever …","summary_markdown":"Illusion magic overwhelms the minds of particularly intelligent creatures, forcing them to relive every intellectual failure and shame theyve ever …","text":" Scholar's Bane Source Pathfinder #187: The Seventh Arch pg. 53 Complexity Complex Illusion magic overwhelms the minds of particularly intelligent creatures, forcing them to relive every intellectual failure and shame theyve ever sufered. --- Stealth +14 (trained) to notice magical sensors hidden within four of the carvings eyes Disable DC 22 Thievery (trained) to carve out one eye sensor, DC 22 Arcana or Occultism (trained) to blank out one's mind (disables trap for self only), or dispel magic (2nd level; counteract DC 20) to counteract one eye sensor AC 20, Fort +12, Ref +8 Eye Hardness 6 Eye HP 20 Reveal Failure Reaction Trigger A creature with an Intelligence score of 10 or greater enters the room; Effect The trap flls the triggering creature's mind with shameful memories. The creature must succeed at a DC 22 Will save or take 2d8+2 mental damage. The trap then rolls initiative. --- Routine (4 actions) The trap uses each action to target a creature in the room with an Intelligence score of 10 or greater. A target must succeed at a DC 22 Will save or take 2d8+2 mental damage. On a critical failure, the creature takes a 10-foot status penalty to Speed for 1 minute as they stagger under the weight of their failures. The trap loses 1 action for each eye sensor disabled or destroyed. --- Reset The trap can function for 10 rounds, which dont need to be consecutive, before it must recharge for 24 hours.","trait":["Complex","Illusion","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Illusion](/Traits.aspx?ID=92), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Illusion","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=356","weakness":{}}},{"_index":"aon18","_id":"hazard-357","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 21 Thievery (trained) to concoct a mechanism for indirectly harvesting the water from a safe distance","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-357","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Sacred Geyser](/Hazards.aspx?ID=357)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Water\" url=\"/Traits.aspx?ID=165\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 60</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA geyser of boiling water erupts at any character who attempts to take water from the oasis.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 19 (trained)\r\n\r\n**Disable**\r\nDC 21 [Thievery](/Skills.aspx?ID=17) (trained) to concoct a mechanism for indirectly harvesting the water from a safe distance\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Boiling Geyser** <actions string=\"Reaction\" /> **Trigger** A creature dips a vessel or otherwise attempts to remove water from the oasis; **Effect** A jet of magical boiling water targets the triggering creature and affects all creatures within 5 feet of the target. Creatures caught in the burst take 2d10+13 fire damage (basic DC 23 Refex save).\n\n---\r\n**Reset**\r\nThe geyser resets automatically and adapts to previous circumvention, requiring a new check to disable it each time.","name":"Sacred Geyser","rarity":"common","release_date":"2023-01-25","reset":"The geyser resets automatically and adapts to previous circumvention, requiring a new check to disable it each time.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n<trait label=\"Water\" url=\"/Traits.aspx?ID=165\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 60</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA geyser of boiling water erupts at any character who attempts to take water from the oasis.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 60"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 60</row>","speed":{},"stealth":"DC 19 (trained)","summary":"A geyser of boiling water erupts at any character who attempts to take water from the oasis.","summary_markdown":"A geyser of boiling water erupts at any character who attempts to take water from the oasis.","text":" Sacred Geyser Source Pathfinder #187: The Seventh Arch pg. 60 Complexity Simple A geyser of boiling water erupts at any character who attempts to take water from the oasis. --- Stealth DC 19 (trained) Disable DC 21 Thievery (trained) to concoct a mechanism for indirectly harvesting the water from a safe distance Boiling Geyser Reaction Trigger A creature dips a vessel or otherwise attempts to remove water from the oasis; Effect A jet of magical boiling water targets the triggering creature and affects all creatures within 5 feet of the target. Creatures caught in the burst take 2d10+13 fire damage (basic DC 23 Refex save). --- Reset The geyser resets automatically and adapts to previous circumvention, requiring a new check to disable it each time.","trait":["Environmental","Fire","Water"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fire](/Traits.aspx?ID=72), [Water](/Traits.aspx?ID=165)","trait_raw":["Environmental","Fire","Water"],"type":"Hazard","url":"/Hazards.aspx?ID=357","weakness":{}}},{"_index":"aon18","_id":"hazard-358","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 20 Survival (trained) or Occultism (trained) to breathe pockets of safe air trapped in bags and clothing","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-358","level":1,"markdown":"<title level=\"1\" right=\"Hazard 1\" pfs=\"\">[Poisonous Atmosphere](/Hazards.aspx?ID=358)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mental\" url=\"/Traits.aspx?ID=106\" />\r\n<trait label=\"Poison\" url=\"/Traits.aspx?ID=126\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 63</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAucturns poisonous, magical atmosphere has strange efects on the planets creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\n+5 (expert) to identify the source of sudden nausea\r\n\r\n**Disable**\r\nDC 20 [Survival](/Skills.aspx?ID=16) (trained) or [Occultism](/Skills.aspx?ID=11) (trained) to breathe pockets of safe air trapped in bags and clothing\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Poisonous Atmosphere** <actions string=\"Reaction\" /> ([illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **Trigger** A non-native creature breathes the atmosphere; **Effect** The triggering creature must attempt a DC 17 Fortitude save. The hazard then rolls initiative.\r\n\r\n**Success** The creature is unaffected.<br />\r\n**Failure** The creature takes 2d8+9 force damage.<br />\r\n**Critical Failure** The creature takes 4d8+9 force damage and is [fatigued](/Conditions.aspx?ID=15).\r\n\r\n---\r\n**Routine**\r\n(1 action; [illusion](/Traits.aspx?ID=92), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) The atmosphere continues to affect all creatures in the area, requiring a new Fortitude save each round against its Poisonous Atmosphere (above). A creature holding its breath gains a +2 circumstance bonus to the save.","name":"Poisonous Atmosphere","rarity":"common","release_date":"2023-01-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Mental\" url=\"/Traits.aspx?ID=106\" />\r\n<trait label=\"Poison\" url=\"/Traits.aspx?ID=126\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 63</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAucturns poisonous, magical atmosphere has strange efects on the planets creatures.\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 63"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 63</row>","speed":{},"stealth":"+5 (expert) to identify the source of sudden nausea","summary":"Aucturns poisonous, magical atmosphere has strange efects on the planets creatures.","summary_markdown":"Aucturns poisonous, magical atmosphere has strange efects on the planets creatures.","text":" Poisonous Atmosphere Source Pathfinder #187: The Seventh Arch pg. 63 Complexity Complex Aucturns poisonous, magical atmosphere has strange efects on the planets creatures. --- Stealth +5 (expert) to identify the source of sudden nausea Disable DC 20 Survival (trained) or Occultism (trained) to breathe pockets of safe air trapped in bags and clothing Poisonous Atmosphere Reaction (illusion, mental, occult) Trigger A non-native creature breathes the atmosphere; Effect The triggering creature must attempt a DC 17 Fortitude save. The hazard then rolls initiative. Success The creature is unaffected. Failure The creature takes 2d8+9 force damage. Critical Failure The creature takes 4d8+9 force damage and is fatigued. --- Routine (1 action; illusion, mental, occult) The atmosphere continues to affect all creatures in the area, requiring a new Fortitude save each round against its Poisonous Atmosphere (above). A creature holding its breath gains a +2 circumstance bonus to the save.","trait":["Complex","Environmental","Magical","Mental","Poison"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103), [Mental](/Traits.aspx?ID=106), [Poison](/Traits.aspx?ID=126)","trait_raw":["Complex","Environmental","Magical","Mental","Poison"],"type":"Hazard","url":"/Hazards.aspx?ID=358","weakness":{}}},{"_index":"aon18","_id":"hazard-359","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 20 Thievery (trained) or Arcana (trained) to recognize what's happening and craft a patch to block air from escaping through the portal","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-359","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Rushing Wind](/Hazards.aspx?ID=359)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 65</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA raging wind sucks creatures in the area toward the _aiudara_.\r\n\r\n---\r\n\r\n**Stealth**\r\n+7 (trained) to detect the change in pressure\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) (trained) or [Arcana](/Skills.aspx?ID=2) (trained) to recognize what's happening and craft a patch to block air from escaping through the portal\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Gale** <actions string=\"Reaction\" /> **Trigger** The aiudara appears here on Eox; **Effect** A jet of wind pulls creatures caught between the worlds toward the archway. The hazard rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The hazard uses its action to suck each creature (except the cairn wight) toward the aiudara. Each af ected creature must attempt a DC 18 Fortitude save.<br /> **Success** The creature is unaffected.<br /> **Failure** The creature is pulled 5 feet toward the aiudara and is [stunned](/Conditions.aspx?ID=36) 1. If the creature is already adjacent to the aiudara, it doesn't move but is stunned 2.<br /> **Critical Failure** The creature is pulled 10 feet toward the aiudara, falls prone, and is stunned 1. If the creature is already adjacent to the aiudara, it doesn't move but falls prone and is stunned 2","name":"Rushing Wind","rarity":"common","release_date":"2023-01-25","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 65</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA raging wind sucks creatures in the area toward the aiudara .\r\n</summary>","source":["Pathfinder #187: The Seventh Arch"],"source_raw":["Pathfinder #187: The Seventh Arch pg. 65"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #187: The Seventh Arch](/Sources.aspx?ID=192) pg. 65</row>","speed":{},"stealth":"+7 (trained) to detect the change in pressure","summary":"A raging wind sucks creatures in the area toward the aiudara .","summary_markdown":"A raging wind sucks creatures in the area toward the aiudara .","text":" Rushing Wind Source Pathfinder #187: The Seventh Arch pg. 65 Complexity Complex A raging wind sucks creatures in the area toward the aiudara . --- Stealth +7 (trained) to detect the change in pressure Disable DC 20 Thievery (trained) or Arcana (trained) to recognize what's happening and craft a patch to block air from escaping through the portal Gale Reaction Trigger The aiudara appears here on Eox; Effect A jet of wind pulls creatures caught between the worlds toward the archway. The hazard rolls initiative. --- Routine (1 action) The hazard uses its action to suck each creature (except the cairn wight) toward the aiudara. Each af ected creature must attempt a DC 18 Fortitude save. Success The creature is unaffected. Failure The creature is pulled 5 feet toward the aiudara and is stunned 1. If the creature is already adjacent to the aiudara, it doesn't move but is stunned 2. Critical Failure The creature is pulled 10 feet toward the aiudara, falls prone, and is stunned 1. If the creature is already adjacent to the aiudara, it doesn't move but falls prone and is stunned 2","trait":["Complex","Environmental"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62)","trait_raw":["Complex","Environmental"],"type":"Hazard","url":"/Hazards.aspx?ID=359","weakness":{}}},{"_index":"aon18","_id":"hazard-360","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 25 Occultism (expert) to twist the magic of the ley line around you, disabling the hazard for only you; or dispel magic (4th level; counteract DC 23) to disable the hazard permanently","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-360","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Shroud of Silence](/Hazards.aspx?ID=360)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 10</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSounds become muted in a 20-foot-wide, 100-foot-long segment of this street corridor.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\nDC 25 [Occultism](/Skills.aspx?ID=11) (expert) to twist the magic of the ley line around you, disabling the hazard for only you; or [_dispel magic_](/Spells.aspx?ID=78) (4th level; [counteract](/Rules.aspx?ID=371) DC 23) to disable the hazard permanently\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Hush** <actions string=\"Reaction\" /> ([illusion](/Traits.aspx?ID=92), [occult](/Traits.aspx?ID=120)) **Trigger** A creature reaches the street's halfway point; **Effect** Each creature in the affected area must succeed at a DC 23 Will saving throw or be silenced as long as it remains in the area. A silenced creature makes no sound and can't use abilities with the [sonic](/Traits.aspx?ID=147) or [auditory](/Traits.aspx?ID=16) traits, including spells with verbal components.","name":"Shroud of Silence","rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 10</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSounds become muted in a 20-foot-wide, 100-foot-long segment of this street corridor.\r\n</summary>","source":["Pathfinder #188: They Watched the Stars"],"source_raw":["Pathfinder #188: They Watched the Stars pg. 10"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 10</row>","speed":{},"stealth":"DC 25 (expert)","summary":"Sounds become muted in a 20-foot-wide, 100-foot-long segment of this street corridor.","summary_markdown":"Sounds become muted in a 20-foot-wide, 100-foot-long segment of this street corridor.","text":" Shroud of Silence Source Pathfinder #188: They Watched the Stars pg. 10 Complexity Simple Sounds become muted in a 20-foot-wide, 100-foot-long segment of this street corridor. --- Stealth DC 25 (expert) Disable DC 25 Occultism (expert) to twist the magic of the ley line around you, disabling the hazard for only you; or dispel magic (4th level; counteract DC 23) to disable the hazard permanently Hush Reaction (illusion, occult) Trigger A creature reaches the street's halfway point; Effect Each creature in the affected area must succeed at a DC 23 Will saving throw or be silenced as long as it remains in the area. A silenced creature makes no sound and can't use abilities with the sonic or auditory traits, including spells with verbal components.","trait":["Environmental","Magical"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103)","trait_raw":["Environmental","Magical"],"type":"Hazard","url":"/Hazards.aspx?ID=360","weakness":{}}},{"_index":"aon18","_id":"hazard-361","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 22 Occultism (trained) or DC 24 Arcana (trained) to divert the memory's rage; three total successful checks are required to disable the hazard.","exclude_from_search":false,"hazard_type":"Environmental","id":"hazard-361","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Memory of Osoyo](/Hazards.aspx?ID=361)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 34</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe party's memories of Osoyo coalesce into a titanic mirage in the storm clouds above.\r\n\r\n---\r\n\r\n**Stealth**\r\n+12 (expert)\r\n\r\n**Disable**\r\nDC 22 [Occultism](/Skills.aspx?ID=11) (trained) or DC 24 [Arcana](/Skills.aspx?ID=2) (trained) to divert the memory's rage; three total successful checks are required to disable the hazard.\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Glacial Gust** <actions string=\"Reaction\" /> **Trigger** The characters' shared vision during **Event 15** subsides; **Effect** The memory of Osoyo unleashes a tremendous sigh of freezing wind, coating the deck of the _Mermaid's Tears_ in ice in a 60-foot cone. (The hazard can choose any point for the cone to originate.) The area becomes difficult terrain. Creatures in the area must succeed at a DC 26 Fortitude save or take 1d6 [persistent cold damage](/Conditions.aspx?ID=29) as the freezing wind cuts to the bone. The hazard then rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The memory of Osoyo gives a keening scream that shatters the layer of ice coating the deck of the _Mermaid's Tears_. Any creature on difficult terrain created by the memory's Glacial Gust takes 2d8+7 cold damage (DC 26 [basic](/Rules.aspx?ID=329) Reflex save) from the icy shrapnel. ","name":"Memory of Osoyo","rarity":"unique","release_date":"2023-02-22","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 34</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe party's memories of Osoyo coalesce into a titanic mirage in the storm clouds above.\r\n</summary>","source":["Pathfinder #188: They Watched the Stars"],"source_raw":["Pathfinder #188: They Watched the Stars pg. 34"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 34</row>","speed":{},"spoilers":"Gatewalkers","stealth":"+12 (expert)","summary":"The party's memories of Osoyo coalesce into a titanic mirage in the storm clouds above.","summary_markdown":"The party's memories of Osoyo coalesce into a titanic mirage in the storm clouds above.","text":" Memory of Osoyo Source Pathfinder #188: They Watched the Stars pg. 34 Complexity Complex The party's memories of Osoyo coalesce into a titanic mirage in the storm clouds above. --- Stealth +12 (expert) Disable DC 22 Occultism (trained) or DC 24 Arcana (trained) to divert the memory's rage; three total successful checks are required to disable the hazard. Glacial Gust Reaction Trigger The characters' shared vision during Event 15 subsides; Effect The memory of Osoyo unleashes a tremendous sigh of freezing wind, coating the deck of the Mermaid's Tears in ice in a 60-foot cone. (The hazard can choose any point for the cone to originate.) The area becomes difficult terrain. Creatures in the area must succeed at a DC 26 Fortitude save or take 1d6 persistent cold damage as the freezing wind cuts to the bone. The hazard then rolls initiative. --- Routine (1 action) The memory of Osoyo gives a keening scream that shatters the layer of ice coating the deck of the Mermaid's Tears . Any creature on difficult terrain created by the memory's Glacial Gust takes 2d8+7 cold damage (DC 26 basic Reflex save) from the icy shrapnel. ","trait":["Complex","Environmental","Magical","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Environmental](/Traits.aspx?ID=62), [Magical](/Traits.aspx?ID=103), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Environmental","Magical","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=361","weakness":{}}},{"_index":"aon18","_id":"hazard-362","_score":4.0463834,"_source":{"ac":10,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Survival (trained) to reinforce the dirt so it's safe to walk on, or DC 18 Thievery (trained) to collapse the trap from a safe distance.","exclude_from_search":false,"fortitude_save":2,"hardness":1,"hardness_raw":"1","hazard_type":"Trap","hp":6,"hp_raw":"6 (BT 3)","id":"hazard-362","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Valmar's Pit Trap](/Hazards.aspx?ID=362)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 49</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThe ground here is made of loosely packed soil that, when stepped upon, collapses.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\nDC 22 [Survival](/Skills.aspx?ID=16) (trained) to reinforce the dirt so it's safe to walk on, or DC 18 [Thievery](/Skills.aspx?ID=17) (trained) to collapse the trap from a safe distance.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 10, **Fort** +2, **Ref** +3\r\n\r\n**Hardness**\r\n1\r\n\r\n**HP**\r\n6 (BT 3)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A creature steps onto any space in the dotted area on the map, or at least 30 pounds of pressure is put on the area; **Effect** The ground gives way. The triggering creature falls 20 feet down the hole, taking 10 bludgeoning damage and landing prone in area **E10**. A creature can [Grab an Edge](/Actions.aspx?ID=95) to avoid falling.\n\n---\r\n**Reset**\r\nCreatures can still fall into the pit, but the soil must be replaced for the trap to become hidden again.","name":"Valmar's Pit Trap","rarity":"common","reflex_save":3,"release_date":"2023-02-22","reset":"Creatures can still fall into the pit, but the soil must be replaced for the trap to become hidden again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 49</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe ground here is made of loosely packed soil that, when stepped upon, collapses.\r\n</summary>","source":["Pathfinder #188: They Watched the Stars"],"source_raw":["Pathfinder #188: They Watched the Stars pg. 49"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 49</row>","speed":{},"stealth":"DC 25 (expert)","summary":"The ground here is made of loosely packed soil that, when stepped upon, collapses.","summary_markdown":"The ground here is made of loosely packed soil that, when stepped upon, collapses.","text":" Valmar's Pit Trap Source Pathfinder #188: They Watched the Stars pg. 49 Complexity Simple The ground here is made of loosely packed soil that, when stepped upon, collapses. --- Stealth DC 25 (expert) Disable DC 22 Survival (trained) to reinforce the dirt so it's safe to walk on, or DC 18 Thievery (trained) to collapse the trap from a safe distance. AC 10, Fort +2, Ref +3 Hardness 1 HP 6 (BT 3) Immunities critical hits, object immunities, precision damage Collapse Reaction Trigger A creature steps onto any space in the dotted area on the map, or at least 30 pounds of pressure is put on the area; Effect The ground gives way. The triggering creature falls 20 feet down the hole, taking 10 bludgeoning damage and landing prone in area E10 . A creature can Grab an Edge to avoid falling. --- Reset Creatures can still fall into the pit, but the soil must be replaced for the trap to become hidden again.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=362","weakness":{}}},{"_index":"aon18","_id":"hazard-363","_score":4.0463834,"_source":{"ac":27,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 24 Thievery (expert) to erase a rune, or dispel magic (3rd level; counteract DC 24) to dispel a rune; all three runes must be erased or dispelled to disable the trap.","exclude_from_search":false,"fortitude_save":13,"hardness":14,"hardness_raw":"14","hazard_type":"Trap","hp":56,"hp_raw":"56 (BT 28) to destroy the bricks and disable the trap","id":"hazard-363","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Freezing Floor](/Hazards.aspx?ID=363)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 50</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe white brick floor radiates ice-cold air.\r\n\r\n---\r\n\r\n**Stealth**\r\n+16 (expert) or DC 31 (master) to notice the cold fog rising from the floor\r\n\r\n**Disable**\r\nDC 24 [Thievery](/Skills.aspx?ID=17) (expert) to erase a rune, or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; [counteract](/Rules.aspx?ID=371) DC 24) to dispel a rune; all three runes must be erased or dispelled to disable the trap.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 27, **Fort** +13, **Ref** +17\r\n\r\n**Hardness**\r\n14\r\n\r\n**HP**\r\n56 (BT 28) to destroy the bricks and disable the trap\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Cold Snap** <actions string=\"Reaction\" /> **Trigger** A creature steps on the white bricks; **Effect** The trap makes a frost jet Strike against the triggering creature and rolls initiative.\n\n---\r\n**Routine**\r\n(3 actions) With each action, the trap attempts a frost jet Strike against any creature standing on the white bricks. The trap loses 1 action per disabled or dispelled rune.\n\n **Ranged** frost jet +20, **Damage** 2d6 cold plus 1d4 [persistent cold](/Conditions.aspx?ID=29); no multiple attack penalty<br /> **Frostbite** A creature that takes persistent cold damage from the trap's frost jet Strike must attempt a DC 18 Fortitude save.<br /> **Critical Success** The creature isn't affected and is immune to this frostbite effect for 24 hours.<br /> **Success** The creature isn't affected.<br /> **Failure** The creature can't stop shivering and becomes clumsy 1.<br /> **Critical Failure** As failure, and the creature becomes fatigued.\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets after 1 minute.","name":"Freezing Floor","rarity":"common","reflex_save":17,"release_date":"2023-02-22","reset":"The trap deactivates and resets after 1 minute.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 50</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe white brick floor radiates ice-cold air.\r\n</summary>","source":["Pathfinder #188: They Watched the Stars"],"source_raw":["Pathfinder #188: They Watched the Stars pg. 50"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 50</row>","speed":{},"stealth":"+16 (expert) or DC 31 (master) to notice the cold fog rising from the floor","summary":"The white brick floor radiates ice-cold air.","summary_markdown":"The white brick floor radiates ice-cold air.","text":" Freezing Floor Source Pathfinder #188: They Watched the Stars pg. 50 Complexity Complex The white brick floor radiates ice-cold air. --- Stealth +16 (expert) or DC 31 (master) to notice the cold fog rising from the floor Disable DC 24 Thievery (expert) to erase a rune, or dispel magic (3rd level; counteract DC 24) to dispel a rune; all three runes must be erased or dispelled to disable the trap. AC 27, Fort +13, Ref +17 Hardness 14 HP 56 (BT 28) to destroy the bricks and disable the trap Immunities critical hits, object immunities, precision damage Cold Snap Reaction Trigger A creature steps on the white bricks; Effect The trap makes a frost jet Strike against the triggering creature and rolls initiative. --- Routine (3 actions) With each action, the trap attempts a frost jet Strike against any creature standing on the white bricks. The trap loses 1 action per disabled or dispelled rune. Ranged frost jet +20, Damage 2d6 cold plus 1d4 persistent cold; no multiple attack penalty Frostbite A creature that takes persistent cold damage from the trap's frost jet Strike must attempt a DC 18 Fortitude save. Critical Success The creature isn't affected and is immune to this frostbite effect for 24 hours. Success The creature isn't affected. Failure The creature can't stop shivering and becomes clumsy 1. Critical Failure As failure, and the creature becomes fatigued. --- Reset The trap deactivates and resets after 1 minute.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=363","weakness":{}}},{"_index":"aon18","_id":"hazard-364","_score":4.0463834,"_source":{"ac":18,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 22 Thievery (expert) or Engineering Lore (trained) to shore up the shelf","exclude_from_search":false,"fortitude_save":8,"hardness":8,"hardness_raw":"8","hazard_type":"Trap","hp":30,"hp_raw":"30 (BT 15), any attack that fails to destroy the shelf triggers its Topple reaction","id":"hazard-364","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Toppling Shelves](/Hazards.aspx?ID=364)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 58</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nThis stone bookshelf is badly compromised. It's just one push away from toppling over.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (trained) to notice the shelf's precarious instability\r\n\r\n**Disable**\r\nDC 22 [Thievery](/Skills.aspx?ID=17) (expert) or [Engineering Lore](/Armor.aspx?ID=22) (trained) to shore up the shelf\n\n<column gap=\"tiny\">\r\n\r\n**AC** 18, **Fort** +8, **Ref** +8\r\n\r\n**Hardness**\r\n8\r\n\r\n**HP**\r\n30 (BT 15), any attack that fails to destroy the shelf triggers its Topple reaction\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Topple** <actions string=\"Reaction\" /> **Trigger** The shelf is attacked or touched forcefully (such as by a creature [Shoved](/Actions.aspx?ID=38) into it); **Effect** The shelf tumbles over in the direction opposite its triggering creature, crashing onto the ground in a 10-foot-by-10-foot area. Creatures in the area take 4d8+10 bludgeoning damage (DC 25 [basic](/Rules.aspx?ID=329) Reflex save). A creature that critically fails its save falls [prone](/Conditions.aspx?ID=31). The affected area becomes difficult terrain.\n\n If the toppling shelf crashes into a space occupied by another toppling shelf, it triggers that shelf's Topple reaction. This can result in a chain reaction that causes multiple shelves to Topple, one after the other.","name":"Toppling Shelves","rarity":"common","reflex_save":8,"release_date":"2023-02-22","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 58</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis stone bookshelf is badly compromised. It's just one push away from toppling over.\r\n</summary>","source":["Pathfinder #188: They Watched the Stars"],"source_raw":["Pathfinder #188: They Watched the Stars pg. 58"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 58</row>","speed":{},"stealth":"DC 18 (trained) to notice the shelf's precarious instability","summary":"This stone bookshelf is badly compromised. It's just one push away from toppling over.","summary_markdown":"This stone bookshelf is badly compromised. It's just one push away from toppling over.","text":" Toppling Shelves Source Pathfinder #188: They Watched the Stars pg. 58 Complexity Simple This stone bookshelf is badly compromised. It's just one push away from toppling over. --- Stealth DC 18 (trained) to notice the shelf's precarious instability Disable DC 22 Thievery (expert) or Engineering Lore (trained) to shore up the shelf AC 18, Fort +8, Ref +8 Hardness 8 HP 30 (BT 15), any attack that fails to destroy the shelf triggers its Topple reaction Immunities critical hits, object immunities, precision damage Topple Reaction Trigger The shelf is attacked or touched forcefully (such as by a creature Shoved into it); Effect The shelf tumbles over in the direction opposite its triggering creature, crashing onto the ground in a 10-foot-by-10-foot area. Creatures in the area take 4d8+10 bludgeoning damage (DC 25 basic Reflex save). A creature that critically fails its save falls prone. The affected area becomes difficult terrain. If the toppling shelf crashes into a space occupied by another toppling shelf, it triggers that shelf's Topple reaction. This can result in a chain reaction that causes multiple shelves to Topple, one after the other.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=364","weakness":{}}},{"_index":"aon18","_id":"hazard-365","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Three DC 27 Nature or Occultism (trained) checks can disable the haunt","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-365","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Test of the God Caller](/Hazards.aspx?ID=365)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 63</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAn incorporeal Sarkorian deity manifests before the party and challenges their resolve. Only aspirants whose motives are pure and whose hearts are in tune with the natural world can hope to overcome this “test of the god caller.”\r\n\r\n---\r\n\r\n**Stealth**\r\n+12 (expert)\r\n\r\n**Disable**\r\nThree DC 27 [Nature](/Skills.aspx?ID=10) or [Occultism](/Traits.aspx?ID=120) (trained) checks can disable the haunt\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Manifest** <actions string=\"Reaction\" /> **Trigger** Sakuachi makes an offering at the well shrine; **Effect** The Sarkorian deity inhabiting the well surges to life, manifesting as a large, ghostly beast surrounded by throngs of smaller animals. The rush of spiritual energy washes over everyone in the well, dealing 8d6 force damage (DC 25 [basic](/Rules.aspx?ID=329) Will save).\n\n---\r\n**Routine**\r\n(3 actions) The Sarkorian divinity commands a swarm of ghostly animals to overwhelm creatures in a 10-foot burst in the well. The haunt can select up to three different points to target, spending 1 action per burst. Creatures in an affected take 4d6 force damage and must attempt a DC 25 Will save. The haunt loses 1 action for each successful check to disable the haunt.<br /> **Critical Success** The target is unaffected.<br /> **Success** The target takes half damage.<br /> **Failure** The target takes full damage and is [flat-footed](/Conditions.aspx?ID=16) until the beginning of the haunt's next turn.<br /> **Critical Failure** The target takes double damage, is flat-footed until the beginning of the haunt's next turn, and is [slowed 1](/Conditions.aspx?ID=35) for 1 round.\r\n\r\n---\r\n**Reset**\r\n8 hours","name":"Test of the God Caller","rarity":"common","release_date":"2023-02-22","reset":"8 hours","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 63</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn incorporeal Sarkorian deity manifests before the party and challenges their resolve. Only aspirants whose motives are pure and whose hearts are in …\r\n</summary>","source":["Pathfinder #188: They Watched the Stars"],"source_raw":["Pathfinder #188: They Watched the Stars pg. 63"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #188: They Watched the Stars](/Sources.aspx?ID=194) pg. 63</row>","speed":{},"stealth":"+12 (expert)","summary":"An incorporeal Sarkorian deity manifests before the party and challenges their resolve. Only aspirants whose motives are pure and whose hearts are in …","summary_markdown":"An incorporeal Sarkorian deity manifests before the party and challenges their resolve. Only aspirants whose motives are pure and whose hearts are in …","text":" Test of the God Caller Source Pathfinder #188: They Watched the Stars pg. 63 Complexity Complex An incorporeal Sarkorian deity manifests before the party and challenges their resolve. Only aspirants whose motives are pure and whose hearts are in tune with the natural world can hope to overcome this “test of the god caller.” --- Stealth +12 (expert) Disable Three DC 27 Nature or Occultism (trained) checks can disable the haunt Manifest Reaction Trigger Sakuachi makes an offering at the well shrine; Effect The Sarkorian deity inhabiting the well surges to life, manifesting as a large, ghostly beast surrounded by throngs of smaller animals. The rush of spiritual energy washes over everyone in the well, dealing 8d6 force damage (DC 25 basic Will save). --- Routine (3 actions) The Sarkorian divinity commands a swarm of ghostly animals to overwhelm creatures in a 10-foot burst in the well. The haunt can select up to three different points to target, spending 1 action per burst. Creatures in an affected take 4d6 force damage and must attempt a DC 25 Will save. The haunt loses 1 action for each successful check to disable the haunt. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is flat-footed until the beginning of the haunt's next turn. Critical Failure The target takes double damage, is flat-footed until the beginning of the haunt's next turn, and is slowed 1 for 1 round. --- Reset 8 hours","trait":["Complex","Haunt"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88)","trait_raw":["Complex","Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=365","weakness":{}}},{"_index":"aon18","_id":"hazard-366","_score":4.0463834,"_source":{"ac":15,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Survival DC 20 to smother the flames without rupturing the barrels","exclude_from_search":false,"fortitude_save":11,"hardness":1,"hardness_raw":"1","hazard_type":"Environmental","hp":5,"hp_raw":"5","id":"hazard-366","immunity":["object immunities","precision damage"],"immunity_markdown":"object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Explosive Barrels](/Hazards.aspx?ID=366)</title>\r\n\r\n<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 10</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nWooden barrels marked with an oil-drop symbol catch fire and explode.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 15\r\n\r\n**Disable**\r\n[Survival](/Skills.aspx?ID=16) DC 20 to smother the flames without rupturing the barrels\n\n<column gap=\"tiny\">\r\n\r\n**AC** 15, **Fort** +11, **Ref** +3\r\n\r\n**Hardness**\r\n1\r\n\r\n**HP**\r\n5\r\n\r\n**Immunities**\r\nobject immunities, precision damage\n\n</column>\r\n\r\n**Explode** <actions string=\"Reaction\" /> **Trigger** 4 rounds pass after the agents' arrival without anyone smothering them; **Effect** The barrels explode, dealing 3d6+8 fire damage to everything within a 20-foot radius ([basic](/Rules.aspx?ID=329) DC 20 Reflex save).","name":"Explosive Barrels","rarity":"common","reflex_save":3,"release_date":"2020-07-30","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Environmental\" url=\"/Traits.aspx?ID=62\" />\r\n<trait label=\"Fire\" url=\"/Traits.aspx?ID=72\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 10</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nWooden barrels marked with an oil-drop symbol catch fire and explode.\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 10"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 10</row>","speed":{},"stealth":"DC 15","summary":"Wooden barrels marked with an oil-drop symbol catch fire and explode.","summary_markdown":"Wooden barrels marked with an oil-drop symbol catch fire and explode.","text":" Explosive Barrels Source Pathfinder #157: Devil at the Dreaming Palace pg. 10 Complexity Simple Wooden barrels marked with an oil-drop symbol catch fire and explode. --- Stealth DC 15 Disable Survival DC 20 to smother the flames without rupturing the barrels AC 15, Fort +11, Ref +3 Hardness 1 HP 5 Immunities object immunities, precision damage Explode Reaction Trigger 4 rounds pass after the agents' arrival without anyone smothering them; Effect The barrels explode, dealing 3d6+8 fire damage to everything within a 20-foot radius (basic DC 20 Reflex save).","trait":["Environmental","Fire"],"trait_markdown":"[Environmental](/Traits.aspx?ID=62), [Fire](/Traits.aspx?ID=72)","trait_raw":["Environmental","Fire"],"type":"Hazard","url":"/Hazards.aspx?ID=366","weakness":{}}},{"_index":"aon18","_id":"hazard-367","_score":4.0463834,"_source":{"ac":15,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 21 Thievery (trained) to disable each pressure plate, DC 16 to jam each fountain, or DC 18 to deflect a fountain's spray","exclude_from_search":false,"fortitude_save":8,"hardness":8,"hardness_raw":"8 Fountain Hardness","hazard_type":"Trap","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-367","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Boiling Fountains](/Hazards.aspx?ID=367)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 24</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nFour pressure plates beneath the floorboards activate dragon-headed fountains on either side of the room, which spray boiling water across the area between them.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (trained) to spot the pressure plates\r\n\r\n**Disable**\r\nDC 21 [Thievery](/Skills.aspx?ID=17) (trained) to disable each pressure plate, DC 16 to jam each fountain, or DC 18 to deflect a fountain's spray\n\n<column gap=\"tiny\">\r\n\r\n**AC** 15, **Fort** +8, **Ref** +5\r\n\r\n**Fountain Hardness**\r\n8\r\n\r\n**Fountain HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Scalding Spray** <actions string=\"Reaction\" /> ([fire](/Traits.aspx?ID=72), [water](/Traits.aspx?ID=165)) **Trigger** Weight is placed on one of the squares marked with “T” on the map, triggering a pressure plate; **Effect** The fountains spray boiling water across their own squares and the 10-foot-by-20-foot area between them (marked with dotted lines), dealing 4d6+4 fire damage to any creatures in the area (DC 22 [basic](/Rules.aspx?ID=329) Reflex save).\n\n---\r\n**Reset**\r\nOnce a pressure plate has been activated, it must be reset manually","name":"Boiling Fountains","rarity":"common","reflex_save":5,"release_date":"2020-07-30","reset":"Once a pressure plate has been activated, it must be reset manually","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 24</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour pressure plates beneath the floorboards activate dragon-headed fountains on either side of the room, which spray boiling water across the area …\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 24"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 24</row>","speed":{},"stealth":"DC 18 (trained) to spot the pressure plates","summary":"Four pressure plates beneath the floorboards activate dragon-headed fountains on either side of the room, which spray boiling water across the area …","summary_markdown":"Four pressure plates beneath the floorboards activate dragon-headed fountains on either side of the room, which spray boiling water across the area …","text":" Boiling Fountains Source Pathfinder #157: Devil at the Dreaming Palace pg. 24 Complexity Simple Four pressure plates beneath the floorboards activate dragon-headed fountains on either side of the room, which spray boiling water across the area between them. --- Stealth DC 18 (trained) to spot the pressure plates Disable DC 21 Thievery (trained) to disable each pressure plate, DC 16 to jam each fountain, or DC 18 to deflect a fountain's spray AC 15, Fort +8, Ref +5 Fountain Hardness 8 Fountain HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Scalding Spray Reaction (fire, water) Trigger Weight is placed on one of the squares marked with “T” on the map, triggering a pressure plate; Effect The fountains spray boiling water across their own squares and the 10-foot-by-20-foot area between them (marked with dotted lines), dealing 4d6+4 fire damage to any creatures in the area (DC 22 basic Reflex save). --- Reset Once a pressure plate has been activated, it must be reset manually","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=367","weakness":{}}},{"_index":"aon18","_id":"hazard-368","_score":4.0463834,"_ignored":["reset.keyword"],"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Thievery DC 22 (trained) to disable the pressure plate, or four Thievery DC 18 (trained) checks to plug the dart launchers","exclude_from_search":false,"fortitude_save":13,"hardness":10,"hardness_raw":"10","hazard_type":"Trap","hp":60,"hp_raw":"60 (BT 30) to destroy the seal and disable the trap","id":"hazard-368","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Dart Barrage](/Hazards.aspx?ID=368)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 24</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nFour dart-loaded pipes hidden in the diagonal walls are connected to a pressure plate under the brass seal in the room's center.\r\n\r\n---\r\n\r\n**Stealth**\r\n+11 (trained) or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 22 (trained) to disable the pressure plate, or four Thievery DC 18 (trained) checks to plug the dart launchers\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +13, **Ref** +7\r\n\r\n**Hardness**\r\n10\r\n\r\n**HP**\r\n60 (BT 30) to destroy the seal and disable the trap\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Dart Volley** <actions string=\"Reaction\" /> **Trigger** More than two Small or larger creatures step on the brass seal. **Effect** The trap makes up to four dart Strikes against creatures standing on the seal, then rolls initiative.\n\n---\r\n**Routine**\r\n(4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room.<br /> **Ranged** dart +12, **Damage** 3d6 piercing, no multiple attack penalty\r\n\r\n---\r\n**Reset**\r\nThe trap runs out of darts after 4 rounds of firing and must be reset manually by dismantling the walls to reload the launchers. If at any point there are no longer more than two creatures placing weight on the floor, the trap ceases firing but remains armed, ready to resume firing its remaining darts once triggered again.","name":"Dart Barrage","rarity":"common","reflex_save":7,"release_date":"2020-07-30","reset":"The trap runs out of darts after 4 rounds of firing and must be reset manually by dismantling the walls to reload the launchers. If at any point there are no longer more than two creatures placing weight on the floor, the trap ceases firing but remains armed, ready to resume firing its remaining darts once triggered again.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 24</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFour dart-loaded pipes hidden in the diagonal walls are connected to a pressure plate under the brass seal in the room's center.\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 24"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 24</row>","speed":{},"stealth":"+11 (trained) or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal","summary":"Four dart-loaded pipes hidden in the diagonal walls are connected to a pressure plate under the brass seal in the room's center.","summary_markdown":"Four dart-loaded pipes hidden in the diagonal walls are connected to a pressure plate under the brass seal in the room's center.","text":" Dart Barrage Source Pathfinder #157: Devil at the Dreaming Palace pg. 24 Complexity Complex Four dart-loaded pipes hidden in the diagonal walls are connected to a pressure plate under the brass seal in the room's center. --- Stealth +11 (trained) or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal Disable Thievery DC 22 (trained) to disable the pressure plate, or four Thievery DC 18 (trained) checks to plug the dart launchers AC 22, Fort +13, Ref +7 Hardness 10 HP 60 (BT 30) to destroy the seal and disable the trap Immunities critical hits, object immunities, precision damage Dart Volley Reaction Trigger More than two Small or larger creatures step on the brass seal. Effect The trap makes up to four dart Strikes against creatures standing on the seal, then rolls initiative. --- Routine (4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room. Ranged dart +12, Damage 3d6 piercing, no multiple attack penalty --- Reset The trap runs out of darts after 4 rounds of firing and must be reset manually by dismantling the walls to reload the launchers. If at any point there are no longer more than two creatures placing weight on the floor, the trap ceases firing but remains armed, ready to resume firing its remaining darts once triggered again.","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=368","weakness":{}}},{"_index":"aon18","_id":"hazard-369","_score":4.0463834,"_source":{"ac":21,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 21 Thievery (trained) to safely cut the wire","exclude_from_search":false,"fortitude_save":6,"hardness":5,"hardness_raw":"5","hazard_type":"Trap","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-369","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":2,"markdown":"<title level=\"1\" right=\"Hazard 2\" pfs=\"\">[Exploding Statue](/Hazards.aspx?ID=369)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 26</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA hollow statue filled with explosives is connected to a trip wire running along the adjacent door.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 18 (trained)\r\n\r\n**Disable**\r\nDC 21 [Thievery](/Skills.aspx?ID=17) (trained) to safely cut the wire\n\n<column gap=\"tiny\">\r\n\r\n**AC** 21, **Fort** +6, **Ref** +12\r\n\r\n**Hardness**\r\n5\r\n\r\n**HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Explosion** <actions string=\"Reaction\" /> **Trigger** A creature opens the northern door without first disabling the trip wire; **Effect** The statue explodes, spraying shrapnel to the west in a 5-foot cone and dealing 1d10+7 piercing and 1d10 fire damage to all creatures in the affected area (DC 18 [basic](/Rules.aspx?ID=329) Reflex save).","name":"Exploding Statue","rarity":"common","reflex_save":12,"release_date":"2020-07-30","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 26</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA hollow statue filled with explosives is connected to a trip wire running along the adjacent door.\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 26"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 26</row>","speed":{},"stealth":"DC 18 (trained)","summary":"A hollow statue filled with explosives is connected to a trip wire running along the adjacent door.","summary_markdown":"A hollow statue filled with explosives is connected to a trip wire running along the adjacent door.","text":" Exploding Statue Source Pathfinder #157: Devil at the Dreaming Palace pg. 26 Complexity Simple A hollow statue filled with explosives is connected to a trip wire running along the adjacent door. --- Stealth DC 18 (trained) Disable DC 21 Thievery (trained) to safely cut the wire AC 21, Fort +6, Ref +12 Hardness 5 HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Explosion Reaction Trigger A creature opens the northern door without first disabling the trip wire; Effect The statue explodes, spraying shrapnel to the west in a 5-foot cone and dealing 1d10+7 piercing and 1d10 fire damage to all creatures in the affected area (DC 18 basic Reflex save).","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=369","weakness":{}}},{"_index":"aon18","_id":"hazard-370","_score":4.0463834,"_source":{"ac":12,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 20 Thievery (trained) to remove the trapdoor or lock it in position using a catch hidden inside the room's doorframe","exclude_from_search":false,"fortitude_save":10,"hardness":5,"hardness_raw":"5 Trapdoor Hardness","hazard_type":"Trap","hp":30,"hp_raw":"30 (BT 15)","id":"hazard-370","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Hidden Chute](/Hazards.aspx?ID=370)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 48</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA trapdoor in the floor conceals a stone chute.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 23 (trained)\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) (trained) to remove the trapdoor or lock it in position using a catch hidden inside the room's doorframe\n\n<column gap=\"tiny\">\r\n\r\n**AC** 12, **Fort** +10, **Ref** +6\r\n\r\n**Trapdoor Hardness**\r\n5\r\n\r\n**Trapdoor HP**\r\n30 (BT 15)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Pitfall** <actions string=\"Reaction\" /> **Trigger** A creature walks onto the trapdoor; **Effect** The triggering creature falls 30 feet down the shaft to area **E33**, taking 15 bludgeoning damage and landing prone in the ochre jelly's pit. The creature can [Grab an Edge](/Actions.aspx?ID=95) to avoid falling. The DC to [Climb](/Actions.aspx?ID=33) the walls or Grab an Edge is 22.","name":"Hidden Chute","rarity":"common","reflex_save":6,"release_date":"2020-07-30","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 48</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA trapdoor in the floor conceals a stone chute.\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 48"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 48</row>","speed":{},"stealth":"DC 23 (trained)","summary":"A trapdoor in the floor conceals a stone chute.","summary_markdown":"A trapdoor in the floor conceals a stone chute.","text":" Hidden Chute Source Pathfinder #157: Devil at the Dreaming Palace pg. 48 Complexity Simple A trapdoor in the floor conceals a stone chute. --- Stealth DC 23 (trained) Disable DC 20 Thievery (trained) to remove the trapdoor or lock it in position using a catch hidden inside the room's doorframe AC 12, Fort +10, Ref +6 Trapdoor Hardness 5 Trapdoor HP 30 (BT 15) Immunities critical hits, object immunities, precision damage Pitfall Reaction Trigger A creature walks onto the trapdoor; Effect The triggering creature falls 30 feet down the shaft to area E33 , taking 15 bludgeoning damage and landing prone in the ochre jelly's pit. The creature can Grab an Edge to avoid falling. The DC to Climb the walls or Grab an Edge is 22.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=370","weakness":{}}},{"_index":"aon18","_id":"hazard-371","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"ac":23,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 20 Thievery (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or dispel magic (3rd level; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant.","exclude_from_search":false,"fortitude_save":9,"hardness":13,"hardness_raw":"13 Blade Hardness","hazard_type":"Trap","hp":52,"hp_raw":"52 (BT 26)","id":"hazard-371","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Flying Guillotine](/Hazards.aspx?ID=371)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 49</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAn invisible magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and attack.\r\n\r\n---\r\n\r\n**Stealth**\r\n+10 (trained) or DC 23 (expert) to spot the glyph\r\n\r\n**Disable**\r\nDC 20 [Thievery](/Skills.aspx?ID=17) (trained) to erase the glyph (which requires a successful [unarmed](/Traits.aspx?ID=199) attack roll if the blade is already active) or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; [counteract](/Rules.aspx?ID=371) DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant.\n\n<column gap=\"tiny\">\r\n\r\n**AC** 23, **Fort** +9, **Ref** +17\r\n\r\n**Blade Hardness**\r\n13\r\n\r\n**Blade HP**\r\n52 (BT 26)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Flying Blade** <actions string=\"Reaction\" /> ([abjuration](/Traits.aspx?ID=2), [arcane](/Traits.aspx?ID=11), [attack](/Traits.aspx?ID=15)) **Trigger** A living creature enters the room; **Effect** One round after a creature enters the room, the door to the room slams shut and locks (two DC 20 Thievery checks to pick), and the guillotine blade detaches from its housing and begins flying around the room as the trap rolls initiative.\n\n---\r\n**Routine**\r\n(1 action) The blade Flies up to 20 feet and Strikes any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grappled and doesn't take a multiple attack penalty.<br /> **Speed** fly 20 feet<br /> **Melee** guillotine blade +15, **Damage** 2d8+7 slashing\r\n\r\n---\r\n**Reset**\r\nAfter 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn.","name":"Flying Guillotine","rarity":"common","reflex_save":17,"release_date":"2020-07-30","reset":"After 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 49</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and …\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 49"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 49</row>","speed":{},"stealth":"+10 (trained) or DC 23 (expert) to spot the glyph","summary":"An invisible magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and …","summary_markdown":"An invisible magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and …","text":" Flying Guillotine Source Pathfinder #157: Devil at the Dreaming Palace pg. 49 Complexity Complex An invisible magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and attack. --- Stealth +10 (trained) or DC 23 (expert) to spot the glyph Disable DC 20 Thievery (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or dispel magic (3rd level; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant. AC 23, Fort +9, Ref +17 Blade Hardness 13 Blade HP 52 (BT 26) Immunities critical hits, object immunities, precision damage Flying Blade Reaction (abjuration, arcane, attack) Trigger A living creature enters the room; Effect One round after a creature enters the room, the door to the room slams shut and locks (two DC 20 Thievery checks to pick), and the guillotine blade detaches from its housing and begins flying around the room as the trap rolls initiative. --- Routine (1 action) The blade Flies up to 20 feet and Strikes any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grappled and doesn't take a multiple attack penalty. Speed fly 20 feet Melee guillotine blade +15, Damage 2d8+7 slashing --- Reset After 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=371","weakness":{}}},{"_index":"aon18","_id":"hazard-372","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 22 Acrobatics (trained) to approach without triggering the trap, followed by DC 22 Thievery (trained) to erase the rune or dispel magic (3rd level; counteract DC 20) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-372","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Summoning Rune](/Hazards.aspx?ID=372)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 50, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nAn invisible cloud of magical sensors detects living creatures in the room and summons [fire elementals](/MonsterFamilies.aspx?ID=43) to slay the creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\n+12 (trained)\r\n\r\n**Disable**\r\nDC 22 [Acrobatics](/Skills.aspx?ID=1) (trained) to approach without triggering the trap, followed by DC 22 [Thievery](/Skills.aspx?ID=17) (trained) to erase the rune or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; [counteract](/Rules.aspx?ID=371) DC 20) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Summon Elementals** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), summon) **Trigger** A living creature enters the room; **Effect** Two rounds after a creature enters the room, the room's door slams shut and locks (two DC 20 Thievery checks to pick), and two [cinder rat](/Monsters.aspx?ID=187) fire elementals emerge from the floor. The elementals roll initiative and remain for 3d6 rounds, after which the spell ends and the creatures disappear. The elementals also disappear if someone disables the trap before the duration expires. The summoned elementals can use 3 actions each round and can use reactions, unlike most [summoned](/Traits.aspx?ID=154) creatures.\n\n---\r\n**Reset**\r\nThe trap resets each day at dawn.","name":"Summoning Rune","rarity":"common","release_date":"2020-07-30","reset":"The trap resets each day at dawn.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 50, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAn invisible cloud of magical sensors detects living creatures in the room and summons fire elementals to slay the creatures.\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 50"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 50, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>","speed":{},"stealth":"+12 (trained)","summary":"An invisible cloud of magical sensors detects living creatures in the room and summons fire elementals to slay the creatures.","summary_markdown":"An invisible cloud of magical sensors detects living creatures in the room and summons fire elementals to slay the creatures.","text":" Summoning Rune Source Pathfinder #157: Devil at the Dreaming Palace pg. 50, Pathfinder #181: Zombie Feast pg. 40 Complexity Complex An invisible cloud of magical sensors detects living creatures in the room and summons fire elementals to slay the creatures. --- Stealth +12 (trained) Disable DC 22 Acrobatics (trained) to approach without triggering the trap, followed by DC 22 Thievery (trained) to erase the rune or dispel magic (3rd level; counteract DC 20) to counteract the rune Summon Elementals Reaction (arcane, conjuration, summon) Trigger A living creature enters the room; Effect Two rounds after a creature enters the room, the room's door slams shut and locks (two DC 20 Thievery checks to pick), and two cinder rat fire elementals emerge from the floor. The elementals roll initiative and remain for 3d6 rounds, after which the spell ends and the creatures disappear. The elementals also disappear if someone disables the trap before the duration expires. The summoned elementals can use 3 actions each round and can use reactions, unlike most summoned creatures. --- Reset The trap resets each day at dawn.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=372","weakness":{}}},{"_index":"aon18","_id":"hazard-373","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 18 Perception to notice the trap's magic and avoid stepping on the floor outside the circle, followed by DC 21 Thievery (trained) to break the circle or dispel magic (3rd level; counteract DC 23) to counteract the rune","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-373","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Summoning Rune](/Hazards.aspx?ID=373)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 51, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA summoning circle inlaid into the room's floor detects living creatures and summons a violent [devil](/MonsterFamilies.aspx?ID=30).\r\n\r\n---\r\n\r\n**Stealth**\r\n+11 (trained)\r\n\r\n**Disable**\r\nDC 18 Perception to notice the trap's magic and avoid stepping on the floor outside the circle, followed by DC 21 [Thievery](/Skills.aspx?ID=17) (trained) to break the circle or [_dispel magic_](/Spells.aspx?ID=78) (3rd level; [counteract](/Rules.aspx?ID=371) DC 23) to counteract the rune\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Summon Devil** <actions string=\"Reaction\" /> ([arcane](/Traits.aspx?ID=11), [conjuration](/Traits.aspx?ID=33), summon) **Trigger** A living creature steps on any part of the floor not enclosed by the summoning circle; **Effect** One round after a creature touches the triggering area, the door to the room slams shut and locks (two DC 20 Thievery checks to pick) and a [barbazu](/Monsters.aspx?ID=110) devil appears in the summoning circle. The devil rolls initiative and remains for 3d6 rounds, after which the spell ends and the devil disappears. The devil also disappears if someone disables the trap before the duration expires. The summoned devil can use 3 actions each round and can use reactions, unlike most [summoned](/Traits.aspx?ID=154) creatures.\n\n---\r\n**Reset**\r\nThe trap resets each day at dawn.","name":"Summoning Rune","rarity":"common","release_date":"2020-07-30","reset":"The trap resets each day at dawn.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Sources** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 51, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA summoning circle inlaid into the room's floor detects living creatures and summons a violent devil .\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 51"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 51, [Pathfinder #181: Zombie Feast](/Sources.aspx?ID=139) pg. 40</row>","speed":{},"stealth":"+11 (trained)","summary":"A summoning circle inlaid into the room's floor detects living creatures and summons a violent devil .","summary_markdown":"A summoning circle inlaid into the room's floor detects living creatures and summons a violent devil .","text":" Summoning Rune Source Pathfinder #157: Devil at the Dreaming Palace pg. 51, Pathfinder #181: Zombie Feast pg. 40 Complexity Complex A summoning circle inlaid into the room's floor detects living creatures and summons a violent devil. --- Stealth +11 (trained) Disable DC 18 Perception to notice the trap's magic and avoid stepping on the floor outside the circle, followed by DC 21 Thievery (trained) to break the circle or dispel magic (3rd level; counteract DC 23) to counteract the rune Summon Devil Reaction (arcane, conjuration, summon) Trigger A living creature steps on any part of the floor not enclosed by the summoning circle; Effect One round after a creature touches the triggering area, the door to the room slams shut and locks (two DC 20 Thievery checks to pick) and a barbazu devil appears in the summoning circle. The devil rolls initiative and remains for 3d6 rounds, after which the spell ends and the devil disappears. The devil also disappears if someone disables the trap before the duration expires. The summoned devil can use 3 actions each round and can use reactions, unlike most summoned creatures. --- Reset The trap resets each day at dawn.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=373","weakness":{}}},{"_index":"aon18","_id":"hazard-374","_score":4.0463834,"_source":{"ac":20,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 23 Thievery (expert) to jam the mechanisms and keep the trapdoor from opening, or to locate the bypass switch hidden under a stair riser just outside the room","exclude_from_search":false,"fortitude_save":13,"hardness":10,"hardness_raw":"10 Trapdoor Hardness","hazard_type":"Trap","hp":40,"hp_raw":"40 (BT 20)","id":"hazard-374","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":4,"markdown":"<title level=\"1\" right=\"Hazard 4\" pfs=\"\">[Canopy Drop](/Hazards.aspx?ID=374)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 52</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA trapdoor, connected to floor sensors, opens in the section of floor marked on the map, while the surrounding floor suddenly tilts to a 45-degree angle and the fountains in the wall begin spraying at high pressure, making the tile slippery and pushing creatures toward the open chute.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\nDC 23 [Thievery](/Skills.aspx?ID=17) (expert) to jam the mechanisms and keep the trapdoor from opening, or to locate the bypass switch hidden under a stair riser just outside the room\n\n<column gap=\"tiny\">\r\n\r\n**AC** 20, **Fort** +13, **Ref** +8\r\n\r\n**Trapdoor Hardness**\r\n10\r\n\r\n**Trapdoor HP**\r\n40 (BT 20)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Flush** <actions string=\"Reaction\" /> **Trigger** Two or more creatures stand on the trapped spaces; **Effect** One round after the trap is triggered, all creatures in the room fall 40 feet down the shaft to area **E36**, taking 20 bludgeoning damage from the fall plus 2d6 piercing damage as they land in the spiked pit. The creatures can [Grab an Edge](/Actions.aspx?ID=95) to snag the hammock or one of the hanging storage containers to avoid falling. The DC to [Climb](/Actions.aspx?ID=33) the walls or Grab an Edge is 20.","name":"Canopy Drop","rarity":"common","reflex_save":8,"release_date":"2020-07-30","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 52</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA trapdoor, connected to floor sensors, opens in the section of floor marked on the map, while the surrounding floor suddenly tilts to a 45-degree …\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 52"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 52</row>","speed":{},"stealth":"DC 25 (expert)","summary":"A trapdoor, connected to floor sensors, opens in the section of floor marked on the map, while the surrounding floor suddenly tilts to a 45-degree …","summary_markdown":"A trapdoor, connected to floor sensors, opens in the section of floor marked on the map, while the surrounding floor suddenly tilts to a 45-degree …","text":" Canopy Drop Source Pathfinder #157: Devil at the Dreaming Palace pg. 52 Complexity Simple A trapdoor, connected to floor sensors, opens in the section of floor marked on the map, while the surrounding floor suddenly tilts to a 45-degree angle and the fountains in the wall begin spraying at high pressure, making the tile slippery and pushing creatures toward the open chute. --- Stealth DC 25 (expert) Disable DC 23 Thievery (expert) to jam the mechanisms and keep the trapdoor from opening, or to locate the bypass switch hidden under a stair riser just outside the room AC 20, Fort +13, Ref +8 Trapdoor Hardness 10 Trapdoor HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Flush Reaction Trigger Two or more creatures stand on the trapped spaces; Effect One round after the trap is triggered, all creatures in the room fall 40 feet down the shaft to area E36 , taking 20 bludgeoning damage from the fall plus 2d6 piercing damage as they land in the spiked pit. The creatures can Grab an Edge to snag the hammock or one of the hanging storage containers to avoid falling. The DC to Climb the walls or Grab an Edge is 20.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=374","weakness":{}}},{"_index":"aon18","_id":"hazard-375","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"Four DC 20 Thievery checks to block the gas vents, or a DC 26 Thievery check to unlock the door and escape","exclude_from_search":false,"hardness":13,"hardness_raw":"13 Door Hardness","hazard_type":"Trap","hp":52,"hp_raw":"52 (BT 26)","id":"hazard-375","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":5,"markdown":"<title level=\"1\" right=\"Hazard 5\" pfs=\"\">[Gas Trap](/Hazards.aspx?ID=375)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 57</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA spring slams and locks the room's door before four hidden gas vents begin pumping poison gas into the chamber.\r\n\r\n---\r\n\r\n**Stealth**\r\n+14 (trained) to smell the poison gas or hear it hissing\r\n\r\n**Disable**\r\nFour DC 20 [Thievery](/Skills.aspx?ID=17) checks to block the gas vents, or a DC 26 Thievery check to unlock the door and escape\n\n<column gap=\"tiny\">\n\n**Door Hardness**\r\n13\r\n\r\n**Door HP**\r\n52 (BT 26)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Toxic Gas** <actions string=\"Reaction\" /> **Trigger** A creature opens one of the drawers; **Effect** The door to the room slams shut and locks and the trap rolls initiative. (The trap can also be triggered manually or disarmed from area **E30**.)\n\n---\r\n**Routine**\r\nEach round on its initiative count, the trap pumps more toxic gas into the room. Any breathing creature in the room takes 4d6 poison damage (a successful DC 22 Fortitude save halves the damage taken). If a creature acts before the trap on the first round, it has the option of holding its breath to postpone taking damage from the trap—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. Locating and blocking one of the hidden gas vents reduces the poison damage by 1d6—if all four are blocked, the trap is disabled, though the door remains locked. Otherwise, the trap functions for 1 minute before all the gas is expended and characters in the room cease taking damage, after which the trap ventilates the room for 1 additional minute.\r\n\r\n---\r\n**Reset**\r\nThe trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area **E30**.","name":"Gas Trap","rarity":"common","release_date":"2020-07-30","reset":"The trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area <b>E30</b>.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 57</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA spring slams and locks the room's door before four hidden gas vents begin pumping poison gas into the chamber.\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 57"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 57</row>","speed":{},"stealth":"+14 (trained) to smell the poison gas or hear it hissing","summary":"A spring slams and locks the room's door before four hidden gas vents begin pumping poison gas into the chamber.","summary_markdown":"A spring slams and locks the room's door before four hidden gas vents begin pumping poison gas into the chamber.","text":" Gas Trap Source Pathfinder #157: Devil at the Dreaming Palace pg. 57 Complexity Complex A spring slams and locks the room's door before four hidden gas vents begin pumping poison gas into the chamber. --- Stealth +14 (trained) to smell the poison gas or hear it hissing Disable Four DC 20 Thievery checks to block the gas vents, or a DC 26 Thievery check to unlock the door and escape Door Hardness 13 Door HP 52 (BT 26) Immunities critical hits, object immunities, precision damage Toxic Gas Reaction Trigger A creature opens one of the drawers; Effect The door to the room slams shut and locks and the trap rolls initiative. (The trap can also be triggered manually or disarmed from area E30 .) --- Routine Each round on its initiative count, the trap pumps more toxic gas into the room. Any breathing creature in the room takes 4d6 poison damage (a successful DC 22 Fortitude save halves the damage taken). If a creature acts before the trap on the first round, it has the option of holding its breath to postpone taking damage from the trap—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. Locating and blocking one of the hidden gas vents reduces the poison damage by 1d6—if all four are blocked, the trap is disabled, though the door remains locked. Otherwise, the trap functions for 1 minute before all the gas is expended and characters in the room cease taking damage, after which the trap ventilates the room for 1 additional minute. --- Reset The trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area E30 .","trait":["Complex","Mechanical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=375","weakness":{}}},{"_index":"aon18","_id":"hazard-376","_score":4.0463834,"_source":{"ac":22,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 23 Thievery (expert) to jam the trapdoor shut or activate a hidden bypass switch by twisting a fitting on the gas lamp","exclude_from_search":false,"fortitude_save":14,"hardness":10,"hardness_raw":"10 Trapdoor Hardness","hazard_type":"Trap","hp":40,"hp_raw":"40 (BT 20)","id":"hazard-376","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":3,"markdown":"<title level=\"1\" right=\"Hazard 3\" pfs=\"\">[Plunger Chute](/Hazards.aspx?ID=376)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 58</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA trapdoor in the floor conceals a hidden chute, and a moving section of wall shoves victims into it.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 22 (expert)\r\n\r\n**Disable**\r\nDC 23 [Thievery](/Skills.aspx?ID=17) (expert) to jam the trapdoor shut or activate a hidden bypass switch by twisting a fitting on the gas lamp\n\n<column gap=\"tiny\">\r\n\r\n**AC** 22, **Fort** +14, **Ref** +8\r\n\r\n**Trapdoor Hardness**\r\n10\r\n\r\n**Trapdoor HP**\r\n40 (BT 20)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Pitfall and Plunger** <actions string=\"Reaction\" /> **Trigger** A creature walks onto the trapdoor; **Effect** Anyone within 10 feet of the room's northern wall falls 40 feet down the shaft to area **E33**, taking 20 bludgeoning damage and landing prone in the [ochre jelly's](/Monsters.aspx?ID=322) pit. The victims can [Grab an Edge](/Actions.aspx?ID=95) to avoid falling. The DC to Grab an Edge is 20; the DC to [Climb](/Actions.aspx?ID=33) the walls is 22.","name":"Plunger Chute","rarity":"common","reflex_save":8,"release_date":"2020-07-30","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 58</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA trapdoor in the floor conceals a hidden chute, and a moving section of wall shoves victims into it.\r\n</summary>","source":["Pathfinder #157: Devil at the Dreaming Palace"],"source_raw":["Pathfinder #157: Devil at the Dreaming Palace pg. 58"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #157: Devil at the Dreaming Palace](/Sources.aspx?ID=45) pg. 58</row>","speed":{},"stealth":"DC 22 (expert)","summary":"A trapdoor in the floor conceals a hidden chute, and a moving section of wall shoves victims into it.","summary_markdown":"A trapdoor in the floor conceals a hidden chute, and a moving section of wall shoves victims into it.","text":" Plunger Chute Source Pathfinder #157: Devil at the Dreaming Palace pg. 58 Complexity Simple A trapdoor in the floor conceals a hidden chute, and a moving section of wall shoves victims into it. --- Stealth DC 22 (expert) Disable DC 23 Thievery (expert) to jam the trapdoor shut or activate a hidden bypass switch by twisting a fitting on the gas lamp AC 22, Fort +14, Ref +8 Trapdoor Hardness 10 Trapdoor HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Pitfall and Plunger Reaction Trigger A creature walks onto the trapdoor; Effect Anyone within 10 feet of the room's northern wall falls 40 feet down the shaft to area E33 , taking 20 bludgeoning damage and landing prone in the ochre jelly's pit. The victims can Grab an Edge to avoid falling. The DC to Grab an Edge is 20; the DC to Climb the walls is 22.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=376","weakness":{}}},{"_index":"aon18","_id":"hazard-377","_score":4.0463834,"_source":{"ac":28,"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 29 Thievery (expert) to deactivate the panel, or dispel magic (4th level; counteract DC 22) to counteract the panel's magic","exclude_from_search":false,"fortitude_save":20,"hardness":14,"hardness_raw":"14 Magnet Hardness","hazard_type":"Trap","hp":50,"hp_raw":"50 (BT 25); <b>Bar Hardness</b> 15, <b>Bar HP</b> 40 (BT 20)","id":"hazard-377","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":7,"markdown":"<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Life Magnet](/Hazards.aspx?ID=377)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 36</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.\r\n\r\n---\r\n\r\n**Stealth**\r\n+17 (expert)\r\n\r\n**Disable**\r\nDC 29 [Thievery](/Skills.aspx?ID=17) (expert) to deactivate the panel, or [_dispel magic_](/Spells.aspx?ID=78) (4th level; [counteract](/Rules.aspx?ID=371) DC 22) to counteract the panel's magic\n\n<column gap=\"tiny\">\r\n\r\n**AC** 28, **Fort** +20, **Ref** +18\r\n\r\n**Magnet Hardness**\r\n14\r\n\r\n**Magnet HP**\r\n50 (BT 25); **Bar Hardness** 15, **Bar HP** 40 (BT 20)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Magnetize the Living** <actions string=\"Reaction\" /> **Trigger** A creature touches any of the iron bars in this area or touches a creature already affected by the trap; **Effect** The magical panel hidden in the far corner of the chamber (either the western or the eastern corner, depending on which side of the room the creature was closest to when it triggered the trap) “magnetizes” the triggering creature and violently pulls it toward the corner, automatically dealing 2d10+10 bludgeoning damage to the creature. The trap then rolls initiative if it hasn't already done so.\n\n---\r\n**Routine**\r\n(1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes 2d10+10 bludgeoning damage with a DC 25 [basic](/Rules.aspx?ID=329) Fortitude save and is [restrained](/Conditions.aspx?ID=33) on a failure ([Escape](/Actions.aspx?ID=79) DC 23). If an iron bar has been broken, the creature takes 1d10+5 bludgeoning damage instead, and if two consecutive bars have been broken the creature takes no damage (but might still be restrained on a failed save).\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets 1 minute after there are no creatures touching the iron bars.","name":"Life Magnet","rarity":"common","reflex_save":18,"release_date":"2020-08-26","reset":"The trap deactivates and resets 1 minute after there are no creatures touching the iron bars.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 36</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.\r\n</summary>","source":["Pathfinder #158: Sixty Feet Under"],"source_raw":["Pathfinder #158: Sixty Feet Under pg. 36"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 36</row>","speed":{},"stealth":"+17 (expert)","summary":"A magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.","summary_markdown":"A magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.","text":" Life Magnet Source Pathfinder #158: Sixty Feet Under pg. 36 Complexity Complex A magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way. --- Stealth +17 (expert) Disable DC 29 Thievery (expert) to deactivate the panel, or dispel magic (4th level; counteract DC 22) to counteract the panel's magic AC 28, Fort +20, Ref +18 Magnet Hardness 14 Magnet HP 50 (BT 25); Bar Hardness 15, Bar HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Magnetize the Living Reaction Trigger A creature touches any of the iron bars in this area or touches a creature already affected by the trap; Effect The magical panel hidden in the far corner of the chamber (either the western or the eastern corner, depending on which side of the room the creature was closest to when it triggered the trap) “magnetizes” the triggering creature and violently pulls it toward the corner, automatically dealing 2d10+10 bludgeoning damage to the creature. The trap then rolls initiative if it hasn't already done so. --- Routine (1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes 2d10+10 bludgeoning damage with a DC 25 basic Fortitude save and is restrained on a failure (Escape DC 23). If an iron bar has been broken, the creature takes 1d10+5 bludgeoning damage instead, and if two consecutive bars have been broken the creature takes no damage (but might still be restrained on a failed save). --- Reset The trap deactivates and resets 1 minute after there are no creatures touching the iron bars.","trait":["Complex","Magical","Trap"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Complex","Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=377","weakness":{}}},{"_index":"aon18","_id":"hazard-378","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 30 Religion (master) to exorcise the spirits or DC 32 Intimidation (expert) to scare away the hands","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-378","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Hands of the Forgotten](/Hazards.aspx?ID=378)</title>\r\n\r\n<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 37</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nEthereal hands stretch out from the walls and floor, attempting to restrain nearby creatures.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (trained)\r\n\r\n**Disable**\r\nDC 30 [Religion](/Skills.aspx?ID=13) (master) to exorcise the spirits or DC 32 [Intimidation](/Skills.aspx?ID=7) (expert) to scare away the hands\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Waylay** <actions string=\"Reaction\" /> ([force](/Traits.aspx?ID=75), [negative](/Traits.aspx?ID=118), [occult](/Traits.aspx?ID=120)) **Trigger** A creature moves into the area marked on the map; **Effect** Misty blue hands stretch out from the hallway's stone tiles and grasp at the triggering creature, which must attempt a DC 26 Reflex save to avoid becoming hindered or harmed by the ethereal hands.\r\n\r\n**Critical Success** The target is unaffected.<br />\r\n**Success** The target is [slowed 1](/Conditions.aspx?ID=35) for 1 round.<br />\r\n**Failure** The target is slowed 2 for 1 round and takes 2d10+10 negative damage.<br />\r\n**Critical Failure** The target is slowed 2 for 1 round and takes 4d10+15 negative damage.","name":"Hands of the Forgotten","rarity":"common","release_date":"2020-08-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 37</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEthereal hands stretch out from the walls and floor, attempting to restrain nearby creatures.\r\n</summary>","source":["Pathfinder #158: Sixty Feet Under"],"source_raw":["Pathfinder #158: Sixty Feet Under pg. 37"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 37</row>","speed":{},"stealth":"DC 28 (trained)","summary":"Ethereal hands stretch out from the walls and floor, attempting to restrain nearby creatures.","summary_markdown":"Ethereal hands stretch out from the walls and floor, attempting to restrain nearby creatures.","text":" Hands of the Forgotten Source Pathfinder #158: Sixty Feet Under pg. 37 Complexity Simple Ethereal hands stretch out from the walls and floor, attempting to restrain nearby creatures. --- Stealth DC 28 (trained) Disable DC 30 Religion (master) to exorcise the spirits or DC 32 Intimidation (expert) to scare away the hands Waylay Reaction (force, negative, occult) Trigger A creature moves into the area marked on the map; Effect Misty blue hands stretch out from the hallway's stone tiles and grasp at the triggering creature, which must attempt a DC 26 Reflex save to avoid becoming hindered or harmed by the ethereal hands. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round. Failure The target is slowed 2 for 1 round and takes 2d10+10 negative damage. Critical Failure The target is slowed 2 for 1 round and takes 4d10+15 negative damage.","trait":["Haunt"],"trait_markdown":"[Haunt](/Traits.aspx?ID=88)","trait_raw":["Haunt"],"type":"Hazard","url":"/Hazards.aspx?ID=378","weakness":{}}},{"_index":"aon18","_id":"hazard-379","_score":4.0463834,"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"Thievery DC 20 to cut the string without setting off the trap","exclude_from_search":false,"fortitude_save":0,"hardness":0,"hardness_raw":"0","hazard_type":"Trap","hp":1,"hp_raw":"1","id":"hazard-379","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":6,"markdown":"<title level=\"1\" right=\"Hazard 6\" pfs=\"\">[Rigged Cubby](/Hazards.aspx?ID=379)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 51</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA hidden string connected to precariously stacked bricks causes the cubby to collapse in on itself when the string is pulled.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 25 (expert)\r\n\r\n**Disable**\r\n[Thievery](/Skills.aspx?ID=17) DC 20 to cut the string without setting off the trap\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +0, **Ref** +0\r\n\r\n**Hardness**\r\n0\r\n\r\n**HP**\r\n1\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Collapse** <actions string=\"Reaction\" /> **Trigger** A creature touches the sickle in the cubby; **Effect** The heavy bricks above the cubby collapse, leaving the sickle unscathed but dealing 4d6+10 bludgeoning damage (DC 26 [basic](/Rules.aspx?ID=329) Reflex save) to the triggering creature.","name":"Rigged Cubby","rarity":"common","reflex_save":0,"release_date":"2020-08-26","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 51</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA hidden string connected to precariously stacked bricks causes the cubby to collapse in on itself when the string is pulled.\r\n</summary>","source":["Pathfinder #158: Sixty Feet Under"],"source_raw":["Pathfinder #158: Sixty Feet Under pg. 51"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 51</row>","speed":{},"stealth":"DC 25 (expert)","summary":"A hidden string connected to precariously stacked bricks causes the cubby to collapse in on itself when the string is pulled.","summary_markdown":"A hidden string connected to precariously stacked bricks causes the cubby to collapse in on itself when the string is pulled.","text":" Rigged Cubby Source Pathfinder #158: Sixty Feet Under pg. 51 Complexity Simple A hidden string connected to precariously stacked bricks causes the cubby to collapse in on itself when the string is pulled. --- Stealth DC 25 (expert) Disable Thievery DC 20 to cut the string without setting off the trap AC 25, Fort +0, Ref +0 Hardness 0 HP 1 Immunities critical hits, object immunities, precision damage Collapse Reaction Trigger A creature touches the sickle in the cubby; Effect The heavy bricks above the cubby collapse, leaving the sickle unscathed but dealing 4d6+10 bludgeoning damage (DC 26 basic Reflex save) to the triggering creature.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=379","weakness":{}}},{"_index":"aon18","_id":"hazard-380","_score":4.0463834,"_source":{"ac":25,"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 28 Thievery to disable the pressure plate","exclude_from_search":false,"fortitude_save":0,"hardness":6,"hardness_raw":"6 Pressure Plate Hardness","hazard_type":"Trap","hp":24,"hp_raw":"24 (BT 12); <b>Iron Maiden</b> Hardness 12; <b>Iron Maiden</b> HP 46 (BT 23)","id":"hazard-380","immunity":["critical hits","object immunities","precision damage"],"immunity_markdown":"critical hits, object immunities, precision damage","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Iron Maiden Trap](/Hazards.aspx?ID=380)</title>\r\n\r\n<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 52</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nA pressure plate hidden on the floor before an iron maiden causes the torture device to snap shut and trap the triggering creature inside.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 30 (expert)\r\n\r\n**Disable**\r\nDC 28 [Thievery](/Skills.aspx?ID=17) to disable the pressure plate\n\n<column gap=\"tiny\">\r\n\r\n**AC** 25, **Fort** +0, **Ref** +0\r\n\r\n**Pressure Plate Hardness**\r\n6\r\n\r\n**Pressure Plate HP**\r\n24 (BT 12); **Iron Maiden** Hardness 12; **Iron Maiden** HP 46 (BT 23)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Slam Shut** <actions string=\"Reaction\" /> **Trigger** A creature steps onto the trap's pressure plate (indicated on the map); **Effect** The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes 4d10+10 piercing damage and 2d6 [persistent bleed damage](/Conditions.aspx?ID=29) (DC 26 [basic](/Rules.aspx?ID=329) Reflex save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also [immobilized](/Conditions.aspx?ID=24). The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful DC 28 Thievery checks to [Disable a Device](/Actions.aspx?ID=69)) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to [Escape](/Actions.aspx?ID=79) the trap's spike-lined interior.\n\n---\r\n**Reset**\r\nThe pressure plate must be reset manually.","name":"Iron Maiden Trap","rarity":"common","reflex_save":0,"release_date":"2020-08-26","reset":"The pressure plate must be reset manually.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 52</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA pressure plate hidden on the floor before an iron maiden causes the torture device to snap shut and trap the triggering creature inside.\r\n</summary>","source":["Pathfinder #158: Sixty Feet Under"],"source_raw":["Pathfinder #158: Sixty Feet Under pg. 52"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 52</row>","speed":{},"stealth":"DC 30 (expert)","summary":"A pressure plate hidden on the floor before an iron maiden causes the torture device to snap shut and trap the triggering creature inside.","summary_markdown":"A pressure plate hidden on the floor before an iron maiden causes the torture device to snap shut and trap the triggering creature inside.","text":" Iron Maiden Trap Source Pathfinder #158: Sixty Feet Under pg. 52 Complexity Simple A pressure plate hidden on the floor before an iron maiden causes the torture device to snap shut and trap the triggering creature inside. --- Stealth DC 30 (expert) Disable DC 28 Thievery to disable the pressure plate AC 25, Fort +0, Ref +0 Pressure Plate Hardness 6 Pressure Plate HP 24 (BT 12); Iron Maiden Hardness 12; Iron Maiden HP 46 (BT 23) Immunities critical hits, object immunities, precision damage Slam Shut Reaction Trigger A creature steps onto the trap's pressure plate (indicated on the map); Effect The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes 4d10+10 piercing damage and 2d6 persistent bleed damage (DC 26 basic Reflex save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also immobilized. The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful DC 28 Thievery checks to Disable a Device) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to Escape the trap's spike-lined interior. --- Reset The pressure plate must be reset manually.","trait":["Mechanical","Trap"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158)","trait_raw":["Mechanical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=380","weakness":{}}},{"_index":"aon18","_id":"hazard-381","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 28 Thievery (expert) to crimp shut the primary feeding tube for the gas, or DC 31 Perception (expert) to discover the hidden bypass switch next to the door to area A3 that shuts the trap off","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-381","level":8,"markdown":"<title level=\"1\" right=\"Hazard 8\" pfs=\"\">[Soporific Lecture](/Hazards.aspx?ID=381)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 13</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nSeveral hidden nozzles spray colorless sleeping gas into the seating area.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 28 (expert)\r\n\r\n**Disable**\r\nDC 28 [Thievery](/Skills.aspx?ID=17) (expert) to crimp shut the primary feeding tube for the gas, or DC 31 Perception (expert) to discover the hidden bypass switch next to the door to area **A3** that shuts the trap off\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Gas Spray** <actions string=\"Reaction\" /> ([incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [poison](/Traits.aspx?ID=126), [sleep](/Traits.aspx?ID=145)) **Trigger** Pressure is applied to any of the steps in the middle of the seating area, or applied to the manual trigger on the stage. This manual trigger can activate the trap even if its hidden bypass switch is engaged; **Effect** Sleeping gas is silently sprayed into the seating area. All creatures in the area must roll a DC 26 Will save to resist its effects. The gas persists in the area for 3 rounds before becoming inert. Any creature who ends their turn in this area during these 3 rounds must attempt a new DC 26 Will save.\r\n\r\n**Critical Success** The creature is unaffected and realizes that the area has been gassed.<br />\r\n**Success** The creature is unaffected but doesn't notice the gas.<br />\r\n**Failure** The creature feels a bit drowsy and lethargic, and becomes [fatigued](/Conditions.aspx?ID=15) for 1 minute. If the creature is already fatigued, it instead falls [unconscious](/Conditions.aspx?ID=38). If it's still unconscious after 1 minute, it wakes up automatically.<br />\r\n**Critical Failure** The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.","name":"Soporific Lecture","rarity":"uncommon","release_date":"2023-03-29","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Mechanical\" url=\"/Traits.aspx?ID=105\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 13</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nSeveral hidden nozzles spray colorless sleeping gas into the seating area.\r\n</summary>","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"source_raw":["Pathfinder #189: Dreamers of the Nameless Spires pg. 13"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 13</row>","speed":{},"spoilers":"Gatewalkers","stealth":"DC 28 (expert)","summary":"Several hidden nozzles spray colorless sleeping gas into the seating area.","summary_markdown":"Several hidden nozzles spray colorless sleeping gas into the seating area.","text":" Soporific Lecture Source Pathfinder #189: Dreamers of the Nameless Spires pg. 13 Complexity Simple Several hidden nozzles spray colorless sleeping gas into the seating area. --- Stealth DC 28 (expert) Disable DC 28 Thievery (expert) to crimp shut the primary feeding tube for the gas, or DC 31 Perception (expert) to discover the hidden bypass switch next to the door to area A3 that shuts the trap off Gas Spray Reaction (incapacitation, mental, poison, sleep) Trigger Pressure is applied to any of the steps in the middle of the seating area, or applied to the manual trigger on the stage. This manual trigger can activate the trap even if its hidden bypass switch is engaged; Effect Sleeping gas is silently sprayed into the seating area. All creatures in the area must roll a DC 26 Will save to resist its effects. The gas persists in the area for 3 rounds before becoming inert. Any creature who ends their turn in this area during these 3 rounds must attempt a new DC 26 Will save. Critical Success The creature is unaffected and realizes that the area has been gassed. Success The creature is unaffected but doesn't notice the gas. Failure The creature feels a bit drowsy and lethargic, and becomes fatigued for 1 minute. If the creature is already fatigued, it instead falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically. Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.","trait":["Mechanical","Trap","Uncommon"],"trait_markdown":"[Mechanical](/Traits.aspx?ID=105), [Trap](/Traits.aspx?ID=158), [Uncommon](/Traits.aspx?ID=159)","trait_raw":["Mechanical","Trap","Uncommon"],"type":"Hazard","url":"/Hazards.aspx?ID=381","weakness":{}}},{"_index":"aon18","_id":"hazard-382","_score":4.0463834,"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Complex","disable":"DC 26 Occultism (expert) to enter a state akin to lucid dreaming so as to unweave the nightmare from within, or DC 30 Intimidation (master) to stand resolute against the nightmares and turn the fear back upon itself","exclude_from_search":false,"hazard_type":"Haunt","id":"hazard-382","level":9,"markdown":"<title level=\"1\" right=\"Hazard 9\" pfs=\"\">[Etward's Nightmare](/Hazards.aspx?ID=382)</title>\r\n\r\n<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 19</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nThe incense burners begin to smoke, filling the air with strangely nostalgic scents.\r\n\r\n---\r\n\r\n**Stealth**\r\n+30 (master)\r\n\r\n**Disable**\r\nDC 26 [Occultism](/Skills.aspx?ID=11) (expert) to enter a state akin to lucid dreaming so as to unweave the nightmare from within, or DC 30 [Intimidation](/Skills.aspx?ID=7) (master) to stand resolute against the nightmares and turn the fear back upon itself\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Light Incense Burners** <actions string=\"Reaction\" /> ([enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120), [sleep](/Traits.aspx?ID=145)) **Trigger** A creature lies down on the bed, or a living creature spends more than 3 rounds inside this room; **Effect** Incense swiftly fills the room (even if the incense burners have been removed or were destroyed). All creatures in area **A12** must attempt a DC 32 Fortitude save. The haunt then rolls initiative.\r\n\r\n**Critical Success** The creature is unaffected.<br />\r\n**Success** The creature is [sickened 1](/Conditions.aspx?ID=34) by the incense's scent.<br />\r\n**Failure** The creature falls [unconscious](/Conditions.aspx?ID=38). If it's still unconscious after 1 minute, it wakes up automatically.<br />\r\n**Critical Failure** As failure, but if it's still unconscious after 1 hour, it wakes up automatically.\r\n\r\n---\r\n**Routine**\r\n(2 actions; [cold](/Traits.aspx?ID=27), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) The haunt uses its first action to light incense burners again, forcing any creature that isn't already unconscious to save against that effect once more. Its second action is to cause any unconscious creatures in the room to experience horrific, vivid dreams about being lost in the arctic during a blizzard, while enormous furred figures— saumen kar—lunge at them through the snow to attack repeatedly. Each unconscious creature must attempt a DC 28 Fortitude saving throw. If at the end of the round there are no unconscious creatures in the room, Etward's nightmare ends and the trap deactivates.<br /> **Critical Success** The creature is unaffected and wakes up.<br /> **Success** The creature remains unconscious and takes 1d10 cold damage and 1d10 mental damage. This damage does not wake the creature, and those who are awake can see the unconscious creature thrash as if in the throes of a nightmare while their body rimes over with layers of frost. The creature can fight against the bitter cold and monstrous shapes by attempting a DC 28 Will save as a three-action activity on its turn— on a success, the creature wakes up.<br /> **Failure** As success, but 1d10+6 cold and 1d10+6 mental damage, and with a DC 32 Will save to wake up.<br /> **Critical Failure** The creature remains unconscious and takes 2d10+12 cold damage and 2d10+12 mental damage.\r\n\r\n---\r\n**Reset**\r\nThe hazard resets when Etward dreams in this room.","name":"Etward's Nightmare","rarity":"unique","release_date":"2023-03-29","reset":"The hazard resets when Etward dreams in this room.","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Unique\" url=\"/Traits.aspx?ID=161\" />\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Haunt\" url=\"/Traits.aspx?ID=88\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 19</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe incense burners begin to smoke, filling the air with strangely nostalgic scents.\r\n</summary>","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"source_raw":["Pathfinder #189: Dreamers of the Nameless Spires pg. 19"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 19</row>","speed":{},"spoilers":"Gatewalkers","stealth":"+30 (master)","summary":"The incense burners begin to smoke, filling the air with strangely nostalgic scents.","summary_markdown":"The incense burners begin to smoke, filling the air with strangely nostalgic scents.","text":" Etward's Nightmare Source Pathfinder #189: Dreamers of the Nameless Spires pg. 19 Complexity Complex The incense burners begin to smoke, filling the air with strangely nostalgic scents. --- Stealth +30 (master) Disable DC 26 Occultism (expert) to enter a state akin to lucid dreaming so as to unweave the nightmare from within, or DC 30 Intimidation (master) to stand resolute against the nightmares and turn the fear back upon itself Light Incense Burners Reaction (enchantment, incapacitation, mental, occult, sleep) Trigger A creature lies down on the bed, or a living creature spends more than 3 rounds inside this room; Effect Incense swiftly fills the room (even if the incense burners have been removed or were destroyed). All creatures in area A12 must attempt a DC 32 Fortitude save. The haunt then rolls initiative. Critical Success The creature is unaffected. Success The creature is sickened 1 by the incense's scent. Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically. Critical Failure As failure, but if it's still unconscious after 1 hour, it wakes up automatically. --- Routine (2 actions; cold, enchantment, mental, occult) The haunt uses its first action to light incense burners again, forcing any creature that isn't already unconscious to save against that effect once more. Its second action is to cause any unconscious creatures in the room to experience horrific, vivid dreams about being lost in the arctic during a blizzard, while enormous furred figures— saumen kar—lunge at them through the snow to attack repeatedly. Each unconscious creature must attempt a DC 28 Fortitude saving throw. If at the end of the round there are no unconscious creatures in the room, Etward's nightmare ends and the trap deactivates. Critical Success The creature is unaffected and wakes up. Success The creature remains unconscious and takes 1d10 cold damage and 1d10 mental damage. This damage does not wake the creature, and those who are awake can see the unconscious creature thrash as if in the throes of a nightmare while their body rimes over with layers of frost. The creature can fight against the bitter cold and monstrous shapes by attempting a DC 28 Will save as a three-action activity on its turn— on a success, the creature wakes up. Failure As success, but 1d10+6 cold and 1d10+6 mental damage, and with a DC 32 Will save to wake up. Critical Failure The creature remains unconscious and takes 2d10+12 cold damage and 2d10+12 mental damage. --- Reset The hazard resets when Etward dreams in this room.","trait":["Complex","Haunt","Unique"],"trait_markdown":"[Complex](/Traits.aspx?ID=30), [Haunt](/Traits.aspx?ID=88), [Unique](/Traits.aspx?ID=161)","trait_raw":["Complex","Haunt","Unique"],"type":"Hazard","url":"/Hazards.aspx?ID=382","weakness":{}}},{"_index":"aon18","_id":"hazard-383","_score":4.0463834,"_ignored":["disable.keyword"],"_source":{"breadcrumbs_spa":[],"category":"hazard","complexity":"Simple","disable":"DC 30 Occultism (expert) to concentrate on the eldritch energies and diffuse them through meditation, DC 35 Thievery (master) to scratch warding runes along the door's hinges and block dreams from manifesting, or dispel magic (6th level; counteract DC 30) to counteract the trap","exclude_from_search":false,"hazard_type":"Trap","id":"hazard-383","level":12,"markdown":"<title level=\"1\" right=\"Hazard 12\" pfs=\"\">[Dream-Poisoned Door](/Hazards.aspx?ID=383)</title>\r\n\r\n<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 54</row>\n\n**Complexity** Simple\r\n\r\n</column>\r\n\r\nEerie shapes manifest within the doorway as it's opened, conjuring a group of four animate dreams into being.\r\n\r\n---\r\n\r\n**Stealth**\r\nDC 35 (master)\r\n\r\n**Disable**\r\nDC 30 [Occultism](/Skills.aspx?ID=11) (expert) to concentrate on the eldritch energies and diffuse them through meditation, DC 35 [Thievery](/Skills.aspx?ID=17) (master) to scratch warding runes along the door's hinges and block dreams from manifesting, or [_dispel magic_](/Spells.aspx?ID=78) (6th level; [counteract](/Rules.aspx?ID=371) DC 30) to counteract the trap\n\n<column gap=\"tiny\">\n\n</column>\r\n\r\n**Manifest Dream Guardians** <actions string=\"Reaction\" /> ([conjuration](/Traits.aspx?ID=33), [occult](/Traits.aspx?ID=120)) **Trigger** The door is opened; **Effect** A group of four [animate dreams](/Monsters.aspx?ID=546) manifest in the area just beyond the door. These four animate dreams each appear as vaguely whale-shaped but human-sized masses of tendrils. They swim through the air and attack the intruders at once, fighting to the death and pursuing any who flee the temple.","name":"Dream-Poisoned Door","rarity":"common","release_date":"2023-03-29","resistance":{},"search_markdown":"<traits>\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 54</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nEerie shapes manifest within the doorway as it's opened, conjuring a group of four animate dreams into being.\r\n</summary>","source":["Pathfinder #189: Dreamers of the Nameless Spires"],"source_raw":["Pathfinder #189: Dreamers of the Nameless Spires pg. 54"],"source_category":"Adventure Paths","source_group":"Gatewalkers","source_markdown":"<row gap=\"tiny\">[Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 54</row>","speed":{},"stealth":"DC 35 (master)","summary":"Eerie shapes manifest within the doorway as it's opened, conjuring a group of four animate dreams into being.","summary_markdown":"Eerie shapes manifest within the doorway as it's opened, conjuring a group of four animate dreams into being.","text":" Dream-Poisoned Door Source Pathfinder #189: Dreamers of the Nameless Spires pg. 54 Complexity Simple Eerie shapes manifest within the doorway as it's opened, conjuring a group of four animate dreams into being. --- Stealth DC 35 (master) Disable DC 30 Occultism (expert) to concentrate on the eldritch energies and diffuse them through meditation, DC 35 Thievery (master) to scratch warding runes along the door's hinges and block dreams from manifesting, or dispel magic (6th level; counteract DC 30) to counteract the trap Manifest Dream Guardians Reaction (conjuration, occult) Trigger The door is opened; Effect A group of four animate dreams manifest in the area just beyond the door. These four animate dreams each appear as vaguely whale-shaped but human-sized masses of tendrils. They swim through the air and attack the intruders at once, fighting to the death and pursuing any who flee the temple.","trait":["Magical","Trap"],"trait_markdown":"[Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)","trait_raw":["Magical","Trap"],"type":"Hazard","url":"/Hazards.aspx?ID=383","weakness":{}}}]