Paralyzing Light Trap
COMPLEX HAZARD 8 +18 (expert)
When any creature other than a devil enters the light, the magic interwoven in the light holds the creature in place and rings an alarm.
DC 26 Thievery (master) to distort or diffuse the light, keeping the light cone intact but preventing the trap from triggering, or Dispel Magic (4th rank; counteract DC 26) to dispel the light, leaving the room in darkness
Stasis Field (incapacitation, mental, occult)
A non-devil creature moves into the light
The light expands to fill the room, and each nondevil creature within the room must attempt a DC 26 Will save. A high-pitched chime sounds in the barracks (area D15), audible in this room as well. The trap then rolls initiative.
Critical Success The target is unaffected.
Success The target is Stunned 2.
Failure The target is Paralyzed for 1 round.
Critical Failure The target is Stupefied 2 for 1d4 rounds and paralyzed for 1 round.
(1 action) All Stunned and Paralyzed creatures in the room take 1d10 mental damage (DC 26 basic Will save). Creatures who fail also become paralyzed for 1 round but can use a reaction to mentally fight off this stasis; creatures who do so take 5d10 mental damage mental damage but are no longer paralyzed.
The stasis magic in the light builds up over the course of an hour, after which the trap can trigger again.
Pathfinder #164: Hands of the DevilOGL