Gravehall Trap
COMPLEX HAZARD 4 +12
When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.
DC 24 Thievery (expert) to disrupt the magical trigger before the hazard rolls initiative, or DC 18 Religion (trained) to overwhelm the area with vitality 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 vitality 10
Lunging Dead (divine, fear, incapacitation, mental)
A living creature crosses the midpoint of the tunnel
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
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.
(1 action) Undead fists assail all creatures in the hall, dealing 4d6 bludgeoning damage. Creatures in the hall must attempt a DC 21 Reflex.
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.
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