Summoning Rune (Barbazu Devil)
COMPLEX HAZARD 5 +11 (trained)
A summoning circle inlaid into the room's floor detects living creatures and summons a violent devil.
DC 18 Perception to notice the trap's magic and avoid stepping on the floor outside the circle, followed by DC 21 Thievery (trained) to break the circle or Dispel Magic (3rd rank; counteract DC 23) to counteract the rune
AC 10
Summon Devil (arcane, summon)
A living creature steps on any part of the floor not enclosed by the summoning circle
The devil rolls initiative and remains for 3d6 rounds, after which the spell ends and the devil disappears. The devil also disappears if someone disables the trap before the duration expires.
The summoned devil can use 3 actions each round and can use reactions, unlike most summoned creatures.
The trap resets each day at dawn.
Pathfinder #157: Devil at the Dreaming PalaceOGL