Imprisoning Threads
Object
Level 25 TrapXP 7000

Detect Arcana DC 29

Initiative

HP 120

AC 39, Fortitude 37, Reflex 33, Will

Immune cold, necrotic, poison, psychic, thunder, all conditions Vulnerable 10 fire

Triggered Actions

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.

Countermeasures

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.