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Spinning Blade Pillar

Spinning Blade Pillar 4

Complex Mechanical Trap

Complexity: Complex
Stealth: +11 (trained) or DC 26 (expert) to notice the control panel
Description: A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden control panel within 30 feet.

Disable: Thievery DC 21 (trained) twice on the pillar, or Thievery DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below).

AC: 21 Fort: 10 Ref: 12
Hardness: Pillar Hardness 12, Panel Hardness 5 Hp: Pillar HP 48 (BT 24), Panel HP 20 (BT 10) Immunities: critical hits, object immunities, precision damage

Rising Pillar (attack) Trigger: A creature steps on one of the trapped floor tiles Effect: The trap pops up in a grid intersection and makes a spinning blade attack against one adjacent creature (if any), then rolls initiative.

Reset: The trap deactivates and resets after 1 minute.

Source: Core Rulebook pg. 527 2.0