Wheel of Misery
Wheel of Misery 6
Complex Magical Mechanical Trap
Complexity: Complex
Stealth: +16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0
Description: An ornate wheel set into a wall—divided into six segments with colored runes on each—is controlled by a magical sensor that detects any creature within 100 feet in front of it.
Disable: Thievery DC 26 (expert) on the wheel to stop it from spinning, Thievery DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune
AC: 24
Fort: 15
Ref: 13
Hardness: 14
Hp: 56 (BT 28)
Immunities: critical hits, object immunities, precision damage
Wheel Spin Trigger: A creature enters the sensor’s detection area Effect: The wheel begins to spin and rolls initiative.
Reset: The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor.
Source: Core Rulebook pg. 527 2.0