Cresset Trap
Level 5 Blaster
XP 200

These half-hemisphere brass containers hold a supply of oil and burn with a flickering magic flame that can ignite into an inferno.

Trap: When the trap is triggered, the cressets begin to successively burst into flame along the corridors.Perception     DC 21: The character notices fire scoring along the wall around the cressets.     DC 25: The character notices the control panel on one of the statues.Initiative +5TriggerWhen a nonminotaur creature enters into a square within line of sight of a minotaur statue, the cresset trap makes its first attack as an immediate reaction. It then rolls initiative. On their initiative, the cressets go off in succession. When the trap is first triggered, all cressets with number 1 trigger. On their turn, all cressets with number 2 trigger, and so on.AttackImmediate Reaction or Standard Attack      Close burst 1
Targets Each creature in burstAttack: +9 vs. ReflexHit: 2d8+4 fire damage and ongoing 5 fire damage (save ends).Miss: Half damage, no ongoing damage.Effect The burst creates a zone of fire. The zone provides concealment and lasts for 5 minutes or until the hell hounds are killed. The trap attacks any creature that enters the zone or starts its turn there.Countermeasures     Streetwise DC 21: An adjacent character can disable one cresset with a successful check.
     Thievery DC 25: A character adjacent to a statue can engage in a skill challenge to deactivate the trap. Complexity 1 (4 successes before 2 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 2d8 + 4 damage to all creatures in blast) and the trap remains active.

Published in Dungeon Magazine 156, page(s) 118.