Hostile Architecture (1-2)
COMPLEX HAZARD 2 +8
The sigils on the door's frame glow with an amber light, which collects in a facet over the center of the door.
DC 14 Religion (trained) to strategically destroy the runes, DC 15 Thievery to disrupt the beam from collecting the facet, or Dispel Magic (1st rank, counteract DC 15) to dispel the rune
AC 18; Fort +11, Ref +5
Hardness 7, HP 30 (BT 15); Immunities critical hits, precision
Aversion Beam (attack, fear, magical, mental)
A non-demon creature comes within 15 feet of the hostile architecture
The hostile architecture shines the aversion beam on the triggering creature, and then rolls initiative. The triggering creature must attempt a DC 18 Will save.
Critical Success The target is immune to the trap for 1 minute.
Success The target is unaffected.
Failure The target is Frightened 1.
Critical Failure The target is Frightened 3 and Fleeing.
Melee Aversion Beam +11 (magical, unholy), Damage 1d10+4 spirit
The hostile architecture fires its aversion beam on a creature that is sanctified holy. If there are no sanctified holy creatures, it instead fires its beam on the nearest non-demon creature.
The hostile architecture resets after being exposed to the light of a blue moon.
Pathfinder Society Scenario #6-00: Salt of the OceanORC