Gravehall Trap 4
Complex Magical Trap
Stealth: +12 (expert)
Description: When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.
Disable: Thievery DC 24 (expert) to disrupt the magical trigger before the hazard rolls initiative, or Religion DC 18 (trained) to overwhelm the area with positive energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed.
AC: 20 Fort: 15 Ref: 8 Will: 14 Hp: 60 (BT 30) Immunities: mental, poison Weakness: positive 10
Lunging Dead (divine, fear, incapacitation, mental, necromancy) Trigger: A living creature crosses the midpoint of the tunnel Effect: The dead reach out from the walls and ceiling, moaning and spewing writhing maggots. Creatures in the room must attempt a DC 21 Will save. The trap then rolls initiative.
Critical Success: The target is unaffected.
Success: The target is frightened 1.
Failure: The target is frightened 2. It can't reduce its frightened condition below 1 while in the trap's area.
Critical Failure: As failure, and the target is paralyzed for 1 round.
Source: GM's Toolbox: Gravehall pg. 1