Magic Crossbow Turret
Trap
Level 3 Blaster
XP 150

A pair of armored crossbow turrets drops down from the ceiling on the far edge of the room, peppering creatures with quarrels.

Trap: Two crossbows attack each round on their initiative after they are triggered.Perception     DC 20: The character notices the trigger plates.     DC 25: The character notices the location of the hidden turret emplacements.     DC 25: 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
Targets Each crossbow attacks one intruder. It magically distinguishes intruders from natives of the dungeon.Attack: +8 vs. ACHit: 1d8 + 3 damage.Countermeasures     Athletics DC 6 or Athletics (without a running start) DC 11: A character who makes a successful check can jump over a single trigger plate square.
     Thievery DC 25: 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 Master's Guide, page(s) 88, Dungeon Magazine 157, page(s) 43.