Void Garden
COMPLEX HAZARD 14 +28 (master)
Six eerie purple crystals react to the presence of life, pulsing with flashes of violet light that seem to match the heartbeats of living creatures in the room.
DC 33 Thievery (master) or DC 35 Nature (master) to discern a hairline fracture that, when struck, shatters a crystal to dust
AC 36; Fort +28, Ref +22
Hardness 22, HP 92 (BT 46) Per crystal; Immunities critical hits, precision; Weaknesses vitality 15
Negative Energy Pulse (attack)
A living creature enters the circular portion of area D4, or a crystal takes damage from any source
The void garden creates a pulse of void energy that fills the entire room and, if the doors to area D3 are open, extends 30 feet into the hallway beyond. All living creatures in this area must attempt a DC 34 Fortitude save. The trap then rolls initiative.
Critical Success The creature is unaffected
Success The creature takes 5d6 void damage.
Failure The creature takes 8d6 void damage and is Drained 1.
Critical Failure The creature takes 16d6 void damage and is Drained 2.
Melee Void Ray +29 (void), Damage 3d10 void
Plus Drained 1 (this drained value stacks with that caused by other void rays or the hazard's Negative Energy Pulse, to a maximum of drained 5).
(6 actions) The void garden's crystals each use an action to fire a void ray, a beam of destructive dark purple energy, at a random living creature in the room or in visible reach through the open doorway (the crystals don't fire at living targets on the balcony in area D6c). A single creature can be targeted only once per round by a void ray. The void garden loses one action for each crystal that is disarmed or destroyed.
The void garden deactivates 1 round after all living targets leave the area but resets immediately thereafter.
Pathfinder #184: The Ghouls HungerOGL