Dream Pollen Pod
COMPLEX HAZARD 3 +12 (trained)
Four magical plants inside the wagon release hallucinogenic pollen when disturbed.
DC 18 Thievery (trained) to carefully remove a pollen pod or DC 18 Nature (trained) to prevent a pod from bursting.
AC 18; Fort +9, Ref +3
Hardness 1, HP 32 (BT 16); Immunities critical hits, precision
Pollen Burst
The wagon door is opened or the pods are disturbed
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.
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.
Effect: Hallucinogenic Pollen
Melee Pollen Spray +12, Damage 1d8 poison plus Hallucinogenic Pollen
(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.
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.
Pathfinder #151: The Show Must Go OnOGL