Level 25 TrapXP 7000
Detect Arcana DC 29Initiative —
AC 39, Fortitude 37, Reflex 33, Will —
Immune cold, necrotic, poison, psychic, thunder, all conditions Vulnerable 10 fire
Attack Recharge when the trap has fewer than two creatures removed from play.
Trigger: An unauthorized creature moves into a square containing or adjacent to the trap.
Attack (Opportunity Action): Melee 1 (triggering creature); +28 vs. Reflex
Hit: The creature is removed from play (save ends).
Aftereffect: The creature is dazed until the start of its next turn.
Disable: Arcana DC 29 or Thievery DC 38 (standard action). Failure (by 5 or more): The trap triggers.
Control: Arcana DC 34 (move action). Success: The character can discern the number and types of trapped creatures and can expel one or more trapped creatures. The creature appears in a square of the character’s choice adjacent to the trap and is dazed (save ends). Failure (29 or lower): The trap triggers.
Destroy: When the trap drops to 0 hit points, all trapped creatures are expelled. Each trapped creature appears in a square of its choice adjacent to the trap, takes damage equal to its bloodied value, and is dazed (save ends).
Published in Dragon Magazine 418.