Pile of Fireworks (3-4)
HAZARD 2 +8 (trained)
A pile of volatile fireworks.
DC 18 Crafting (trained), DC 16 Engineering Lore (trained), or DC 16 Explosives Lore (trained) to safely remove the lit firework or DC 18 Thievery (trained) to remove the lit fuse from the firework.
AC 16; Fort +2, Ref +2
HP 24 (BT 12); Immunities critical hits, precision
Light Fuse
The pile of fireworks takes acid or fire damage.
The fuse of one of the fireworks begins to burn and the pile of fireworks enters initiative immediately before the triggering creature or effect.
Explosive Blast
The pile of fireworks begins its turn.
The pile of fireworks explodes, dealing 4d8 fire damage (DC 22 basic Reflex) save to all creatures within 15 feet.
Pathfinder Society Quest #5: The Dragon who Stole Evoking DayOGL