Cleansing Suite
COMPLEX HAZARD 19 +37 (master)
Deadbolts inside the doors clunk as three glowing runes appear on the ceiling.
DC 42 Arcana, DC 42 Nature, DC 42 Occultism, or DC 42 Religion to erase the runes, or DC 46 Crafting or DC 46 Thievery to destroy the runes, or Dispel Magic (9th rank, counteract DC 41); each rune requires a success to remove (three runes total)
AC 40; Fort +38, Ref +29, Will +35
Hardness 31, HP 130 (BT 65) (runes) BT 65
Deadbolts
A creature approaches within 10 feet of the cleansing suite's eastern doors
The doors to the chamber slam shut and seal with deadbolts. The hazard rolls initiative.
Rune Against Evil (divine, holy)
The hazard fills the chamber with holy energy that deals 6d6+20 spirit damage (DC 41 basic Fortitude save) to creatures with the unholy trait.
Rune Against Magic (divine)
The hazard casts Dispel Magic (9th rank, counteract +31) that targets a spell or effect on each creature in the chamber.
Rune Against Scrying (detection, divine)
The hazard casts Detect Scrying. If it detects a scrying effect in the chamber, it casts Hidden Mind on each affected creature and Dispel Magic on the effect (9th rank, counteract +31).
(3 actions) The cleansing suite activates one of its runes. The hazard can't activate the same rune more than once per turn. Disabling a rune removes one of the hazard's actions and prevents the hazard from activating that rune.
1 minute after the hazard activates, the deadbolts unlock and the hazard resets.
Pathfinder Claws of the TyrantORC