Wall Blades Trap
COMPLEX HAZARD 3 +10 (trained)
A series of rotating, serrated blades attached to long poles routinely slice out of grooves carved into the stone walls.
DC 20 Thievery (trained) to disengage the mechanisms that operate the blades in one wall
AC 22; Fort +12, Ref +6
Hardness 10, HP 16 (BT 8) to destroy the mechanisms in one wall; Immunities critical hits, precision
Slide and Dice
A creature is within 10 feet of a trapped wall
The hazard makes a serrated blade Strike against all creatures within 10 feet of the west, east, or south wall; these Strikes don't take a multiple attack penalty. The hazard then rolls initiative.
Melee Serrated Blade +12 (reach 10), Damage 2d6+5 slashing
No multiple attack penalty
(3 actions) For each wall in which the mechanisms have been disabled or destroyed, the hazard has 1 fewer action. On each action, the hazard makes a serrated blade Strike against one creature within 10 feet of the west, east, or south wall. Each set of wall blades acts once per turn.
The trap deactivates when the room is empty and resets after 1 minute.
Pathfinder Adventures: Troubles in GrayceORC