Mermaid Fountain (BB)
COMPLEX HAZARD 3 +10 Notice DC 20 Perception check
DC 20 Thievery on each corner mechanism (must disable all three working corners to disable the trap)
Each corner mechanism has hardness 8 and 15 HP
AC 18; Fort +7, Ref +5
Hardness 8, HP 15 (BT 7)
Melee Spray +10, Damage 2d6 bludgeoning
Each turn, the fountain uses 1 action. Roll a 1d10 and look up the result on the following list to determine which action it uses that round.
- 1-4 Single Target The statue spins about and sprays water at a single random target in the room. Roll a 1d4 and count to the number you rolled, starting with the player on your left, to determine which hero gets attacked. The spray is a ranged Strike.
- 5-7 Corner Spray The statue spins about, firing a spray of water at each corner of the room that still has a functioning corner mechanism. This hits any creature adjacent to the corner mechanism, dealing 2d6 bludgeoning damage. Each hero must attempt a DC 15 basic Reflex, taking no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure.
- 8-9 Half Room The statue spins about, spraying half of the room with water. Roll any die. If the result is even, it sprays the west half; otherwise, it sprays the east half. This deals 2d6 bludgeoning damage to each creature in that half of the room, and each hero must attempt a DC 15 basic Reflex save.
- 10 Full Room This works just like the half-room attack, but it targets everyone in the room.
Pathfinder Beginner BoxORC