Gorgimrith’s Maw (Elite)
Trap
Level 25 Elite Obstacle
XP 14000

One of the many-toothed maws of Gorgimrith opens on the rock wall ahead, black blood dripping from its three-tendriled tongue.

Trap: A mouth of Gorgimrith sprouts from the wall. It lashes out at creatures with its massive three-tendriled tongue, attempting to draw targets into its maw.Perception     No check is required to see Gorgimrith’s maw.Arcana     DC 29: The character knows all the information given for DC 29 under “Gorgimrith Lore” on page 20 of Adventure Book One.Religion     DC 29: The character knows all the information given for DC 29 under “Gorgimrith Lore” on page 20 of Adventure Book One.Arcana     DC 31: The character knows all the information given for DC 31 under “Gorgimrith Lore” on page 20 of Adventure Book One.Religion     DC 31: The character knows all the information given for DC 31 under “Gorgimrith Lore” on page 20 of Adventure Book One.Dungeoneering     DC 24: Use after a successful Arcana or Religion check
The maw is flush against the rock wall. The character realizes that to pass through the mountain and come out on the northern side, the
Initiative +20TriggerWhen a character approaches within 5 squares of the mouth, it activates and rolls initiative.AttackStandard Action      Melee
Target: Up to three creatures in blastAttack: Close blast 5; +29 vs. ReflexHit: 2d8 + 5 poison damage, and the target is pulled 3 squares and immobilized (save ends). The trap makes a secondary attack against targets hit by the blast.Secondary Attack Close blast 5; +31 vs. AC; target is pulled adjacent to the maw and takes 3d10 + 8 damage and is stunned (save ends).Countermeasures     Arcana DC 24 or Thievery DC 24: A character adjacent to a magic brazier can snuff out its flame with a successful Arcana or Thievery check or by dealing 15 cold damage to it. If both braziers are snuffed out, the trap takes a -5 penalty to attack rolls until the end of the encounter.
     Strength DC 24: A character adjacent to a gong can pick up a mallet and swing it at the gong as a standard action. The PC can strike the gong hard enough to ring it loudly by making a successful check. If the PCs snuff out both braziers and ring the gongs three times, they disable the trap.
     A character can attack the tongue (AC 34, other defenses 32; hp 250; resist 10 necrotic, resist 10 poison). Destroying the tongue reduces the maw to bite attacks against adjacent targets only: +31 vs. AC; 3d10 + 8 damage and stunned (save ends). Attacking the maw directly has no effect on the trap.

Published in E2 Kingdom of the Ghouls, page(s) 39.