Shaitan Tactics (5-6)
COMPLEX HAZARD 3 +13 (trained)
The shaitan observes the area from a distance, observing the battlefield as a game board. The ground trembles in response to the genie's enthusiasm.
DC 23 Arcana (trained) or DC 23 Nature (trained) to contest the shaitan's control (requires two successes). Each success removes one of the traps actions.
Opening Move
The shaitan sees a non-genie creature threatening an ally
The trap rolls initiative and the shaitan takes control of the floor in A3, making it difficult terrain for hostile creatures while the trap is active.
(2 actions) On each of the trap's actions, the trap either moves a willing creature on the ground up to 30 feet without provoking reactions or makes a hostile creature on the ground Off-Guard for 1 round (DC 23 Acrobatics check or DC 23 Reflex save negates).
The trap deactivates and resets once all hostile creatures leave A3 or surrender.
Pathfinder Society Scenario #4-14: Shattering Golden ChainsOGL