Summoning Rune (Cockatrice)
COMPLEX HAZARD 3 +10 (trained)
A cloud of invisible magical sensors floats in the square above an invisible floor rune.
DC 18 Acrobatics to approach without triggering the trap followed by DC 20 Thievery (trained) to disrupt the rune's summoning effect; alternatively, Dispel Magic (2nd rank; counteract DC 17) to counteract the rune
AC 10
HP 10 (BT 5)
Summon Monster (arcane, summon)
A creature enters the cloud of magical sensors
The trap summons a Cockatrice. The cockatrice rolls initiative and remains for 2d6 rounds; after this duration, the spell ends and the cockatrice disappears. The cockatrice also disappears if someone disables the trap before the duration expires. The cockatrice can use 3 actions each round and can use reactions, unlike most summoned creatures.
The trap resets after 24 hours.
Pathfinder #181: Zombie FeastOGL