Level 3 Obstacle
Every square in this chamber marked with an “S” has a skeleton in it, ready to grasp at creatures passing by.
DC 18: The skeletons littering the floor seem to stir slightly as you approach.
When a creature enters or begins its turn in any square adjacent to a marked skeleton, the trap attacks.
+10 vs. AC
1d8 + 2 damage, and the target is grabbed (until escape).
The skeletons have Reflex and Fortitude defenses of 15. Use this value when a PC attempts to escape a grab.
Attacking the skeleton in a square can weaken all of them. Each skeleton has AC 16 and resist 9 to all damage. A hit that deals at least 1 point of damage causes the skeletons to take a -1 penalty to attack rolls. This penalty is cumulative.
If the skeleton in a square is hit by an attack that has the radiant keyword, its next attack automatically misses.
Religion DC 24: A successful check (standard action) allows a character to perform a brief rite that puts the restless dead at ease. Each success provides a -1 penalty to the trap’s attack rolls (cumulative). Four successes neutralizes the trap, as long as they are attained before two failures. With a failure, all skeletons make an immediate close burst 1 attack (using the attack and damage listed above).
H2 Thunderspire Labyrinth
, page(s) 52.