Stinger Ward Trap
HAZARD 11 +22 (expert)
A ghostly stinger appears in the air and jabs at anyone moving through the opening.
DC 36 Thievery (master) to prevent the ghostly stinger from forming or Dispel Magic (6th rank; counteract DC 34).
Deadly Sting (divine, poison)
A creature who isn't wearing a religious symbol of Norgorber moves the trapdoor
The trap targets the creature with Purple Worm sting (DC 30 Fortitude save).
6 rounds
5d6 poison damage and Enfeebled 2 (1 round)
6d6 poison damage and enfeebled 2 (1 round)
8d6 poison damage and enfeebled 2 (1 round)
The trap resets after 24 hours.
Pathfinder #174: Shadows of the AncientsOGL