Ghostly Flame Jets
Level 8 Blaster
XP 350

Ghostly light pulses in the ancient nozzles, and phantom flame silently explodes into existence.

Trap: When the trap is triggered, the flame pulses and attacks each round on its initiative.Religion     DC 21: The character knows the nature of the ghostly flame jets, including the countermeasures.Initiative +9TriggerWhen a non-undead creature enters area of the ghostly flame jets, the trap rolls initiative.AttackStandard Action      Area burst 1 within 10
Targets Each non-undead creature in burst.Attack: +11 vs. ReflexHit: 1d6 + 3 fire damage plus 1d6 + 3 necrotic damage, and ongoing 5 fire and necrotic damage (save ends).Miss: Half damage.Effect Undead creatures in the burst gain 5 temporary hit points.Countermeasures     A creature can direct radiant damage against the trap, targeting any nozzles on the walls (AC 22, other defenses 20). If the trap takes 8 or more points of radiant damage, it attacks the last creature to deal it radiant instead of making its normal attack: ranged 10; +12 vs. Will; 2d6 + 5 necrotic damage, and ongoing 5 psychic and necrotic damage (save ends).
     Arcana DC 21 or Religion DC 21: Standard action; a creature can attempt the check from anywhere in the trap’s encounter area. A total of four successes disables the trap. Any failure by 5 or more allows the trap to attack as an immediate reaction.

Published in Dungeon Magazine 167, page(s) 24, Dungeon Magazine Annual, page(s) 148.