Deathly Dream
HAZARD 15 +28 (master)
Sinister runes adorn the doorway, opening a portal to a realm of nightmares if anyone other than Dwandek opens the door.
DC 40 Thievery (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, precision
Drawn to Nightmare (arcane, teleportation)
A creature other than Dwandek opens the door
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.
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.
Pathfinder #173: Doorway to the Red StarOGL