Magic Crossbow Turret (Elite)
Trap
Level 3 Elite Blaster
XP 300

Four armored crossbow turrets drop from the ceiling at the edge of the room. Each round they pepper the area with quarrels.

Trap: Four crossbows attack each round on their initiative after they are triggered.Perception     DC 22: The character notices the trigger plates.     DC 27: The character notices the location of the turrets.     DC 22: The character notices the location of the hidden control panel.Initiative +3TriggerThe trap activates and rolls initiative when a character enters one of the four trigger squares in the room.AttackStandard Action      Ranged 10
Target: Each crossbow attacks one intruder (any nondwarf, nonhomunculus). It magically distinguishes intruders from the natives of the dungeon.Attack: +8 vs. ACHit: 2d8 + 3 damageCountermeasures     Athletics DC 6 or Athletics (without a running start) DC 11: A character who makes a successful check can jump over a single pressure plate square.
     Thievery DC 27: An adjacent character can disable a trigger plate with a successful check.
     Attacking a trigger plate (AC 12, other defenses 10) only triggers the trap.
     A character can attack a turret (AC 16, other defenses 13; hp 38). Destroying a turret stops its attacks.
     Thievery DC 20: A character can engage in a skill challenge to deactivate the control panel. Complexity 2 (6 successes before 3 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 2d6 + 3 damage to all creatures in blast) and the trap remains active.

Published in Dungeon Magazine 157.