Krooth Summoning Rune
COMPLEX HAZARD 8 +14 (expert)
The haze conceals a rune that summons a krooth in front of the door to area B10.
DC 24 Acrobatics to approach without triggering the trap followed by DC 26 Thievery (expert) to erase the rune, or Dispel Magic (4th rank; counteract DC 24) to counteract the rune.
Summon Monster (arcane, summon)
A non-xulgath, non-demon creature that isn't carrying a religious symbol of Zevgavizeb crosses from the north part of the hall to the south part of the hall
The trap summons a Krooth. The krooth rolls initiative and remains for 2d6 rounds, after which the spell ends and the krooth disappears. The krooth also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the krooth can use 3 actions each round and can use reactions.
The trap resets after 24 hours.
Pathfinder #152: Legacy of the Lost GodOGL