Mind-Control Pillars
Trap
Level 15 Warder
XP 1200

Trap: The pillars in Gondra’s throne room compel creatures not to harm Gondra and make them more suggestible.TriggerA character moves into a square adjacent to a pillar, or begins its turn in a square adjacent to a pillar.Attack • Charm, PsychicOpportunity Action      Close burst 1
Target: Each of Gondra’s enemies in burst.Attack: +18 vs. WillHit: 2d8 + 6 psychic damage, and the target has a -5 penalty to attack Gondra (save ends).Miss: The target has a -2 penalty to attack Gondra (save ends).TriggerThe start of Gondra’s turn.Attack • Charm, PsychicImmediate Reaction      Close burst 10
Target: One creature in burst (Gondra’s choice).Attack: +18 vs. WillHit: The target takes a -5 penalty when attacking Gondra (save ends).Special Only one pillar takes this action per round.Countermeasures     Each pillar can be destroyed. Each has AC/Reflex 4, Fortitude 12, and 80 HP.
     Arcana DC 33: A successful check reverses the effect, making the pillar attack Gondra and his allies instead of his enemies. This lasts one round, and the penalty to attacks works on attacks against the person who made the check instead attacks against Gondra.
     Thievery DC 30: A creature can disarm one pillar by making two successful checks.
     Bluff DC 27: A creature can trick the pillars into thinking that creature is Gondra’s ally with a successful check. If the creature attacks Gondra, this ends and the creature can’t Bluff the pillars again.
     The effect ends if Gondra is reduced to 0 hit points or knocked unconscious.

Published in Dungeon Magazine 158, page(s) 81.