Spike Thrower
HAZARD 2 +8 (expert)
Slats in the ceiling open and pepper the chamber below with long, metal spikes fired from the spring-loaded tubes.
DC 18 Thievery to jam the gears and prevent the trap from being activated
Throw Spikes (attack)
This trap must be manually activated by a creature adjacent to the southwest gear stack;
The spike thrower makes a ranged attack against each creature in the central part of area F2.
Melee Spike +14, Damage 4d6+3 piercing
Pathfinder Adventure: Crown of the Kobold KingOGL