Shadow Discharge
COMPLEX HAZARD 7DC 27 Crafting or DC 27 Thievery (master) to rig a dispersal system, or DC 27 Arcana, DC 27 Nature, DC 27 Occultism, or DC 27 Religion (master) to safely vent the magical energy; four total successes in any combination to disable
(1 action) The shadow beacon fires shadows into the sky, discharging excess energy out of the device's lower half. The trap deals 4d6 cold plus 4d6 void damage to all non-shadow creatures in a 60-foot emanation from the base of the device (DC 26 basic Fortitude save). For each successful check to disable the trap, the cold and void damage dealt by the trap on subsequent rounds are both reduced by 1d6 damage (see below). A creature that fails their save is pushed back 10 feet (15 feet on a critical failure).
3d6 cold plus 3d6 void
2d6 cold plus 2d6 void
1d6 cold plus 1d6 void