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From Pathfinder Society Scenario #2-21: In Pursuit of Water, which isn't enabled.

Foretold Ruin (3-4)

COMPLEX HAZARD 3
Stealth +13
Description Daemonic curses slither and crawl through malevolent runes carved in four stone pillars. HP is per-pillar.

Disable DC 20 Thievery (trained) to scratch out a pillar's runes, Dispel Magic (2nd rank; counteract DC 18) to counteract a pillar's magic, or Athletics (Force Open) to push a pillar over. Disabling a pillar requires two actions. Disabling all four pillars or slaying Sezruth disables the trap

AC 18; Fort +12, Ref +6
Hardness 10, HP 44 (BT 22); Immunities precision, critical hits

Spite
Trigger A non-evil creature enters the room.

Effect The trap casts Phantom Pain on the creature, and then rolls initiative.

DC 23 Will save

Routine

Routine (4 actions) The trap loses 1 action each turn for each disabled pillar. On its initiative, the trap uses each action to afflict a different non-evil creature in the room with thirst. The creature must attempt a DC 20 Fortitude save.


Critical Success The creature is temporarily immune to additional negative effects from the foretold ruin hazard's reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.

Success The creature is unaffected.

Failure The creature is Fatigued until they drink water. If the creature was already fatigued, they take 1d6 nonlethal mental damage.

Critical Failure The creature is fatigued until they drink water and takes 1d6 nonlethal mental damage. If the creature was already fatigued, they instead take 2d6 nonlethal mental damage.

Pathfinder Society Scenario #2-21: In Pursuit of WaterOGL