Defiling Sigil
Level 2 Blaster
XP 125

When a living creature approaches the sigil, defiling magic sucks the life from the intruder, possibly creating an undead.

Trap: When triggered, the trap attacks living intruders within its space and adjacent to it, holding them and draining their life force.Perception     DC 20: Just before you enter a square adjacent to the sigil, you notice the image twitch slightly.Arcana     DC 25: The sigil is made with the help of arcane magic and, as such, is likely a product of defiling.Initiative +2TriggerWhen a creature enters a square containing the sigil or adjacent to it, the trap attacks as an immediate reaction instead of a standard action. Then roll the sigil’s initiative. It acts each round on its turn until no creature is within the trigger area.Attack * NecroticImmediate Reaction or Standard Action      Melee 5
Target: One creatureAttack: +5 vs. FortitudeHit: 1d6 + 1 damage, and the target is restrained and takes ongoing 3 necrotic damage (save ends).Special: The sigil can restrain only one target at one time. The sigil attacks a restrained target until the target escapes or drops to 0 hit points. If the latter occurs, a wisp wraith forms over the target’s body and attacks living intruders in the room. The sigil attacks another creature in range or waits to be triggered again.Countermeasures     Acrobatics DC 20 or Athletics DC 20: A restrained character can use an escape action (DC 20 check) to free himself and end the ongoing necrotic damage.
First Failed Escape Check: The ongoing necrotic damage is instead 6.
Each Subsequent Failed Escape Check: The ongoing necrotic damage increases by 3 (to a maximum of 15).
     Arcana DC 20 or Thievery DC 20: As a standard action, a creature adjacent to the sigil can disrupt the enchantment with a skill check. Doing so renders the sigil inert until the start of that creature’s next turn and releases all currently restrained creatures.
     A character can attack the sigil (AC and other defenses 10, resist 5 all, hp 25). Reducing the sigil to 0 hit points destroys the trap.

Published in Marauders of the Dune Sea, page(s) 21.