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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