Mukradi Summoning Runes
COMPLEX HAZARD 15 +25 (master) to notice runes marked on the floor.
Barely visible runes are etched into the stone floor in a 20-foot diameter circle.
DC 36 Acrobatics to approach without triggering the trap followed by DC 34 Occultism (expert) or DC 38 Thievery (master) to erase the rune, or Dispel Magic (8th rank; counteract DC 34) to counteract the rune.
Summon Monster (occult, summon)
A creature enters the circle without uttering the passphrase, "Praise to the Water Lizard"
The trap summons a Mukradi. The mukradi rolls initiative and remains for 1 minute, after which the spell ends and the mukradi disappears. The mukradi also disappears if someone disables the trap before the duration expires. The mukradi can use 3 actions each round and can use reactions, unlike most summoned creatures.
The trap resets at the first high tide of each day.
Pathfinder #154: Siege of the DinosaursOGL