Pain Pyramid
Trap
Level 21 Warder
XP 3200

This magical pyramid bears runes that warn against approach.

Trap: The pyramid in the center of the room attacks creatures that draw near with powerful psychic attacks that can damage and slow intruders.Perception     DC 22: The character notices the power flows into the runes from the pyramid’s top.Arcana     DC 27: The character recognizes the nature of the pain pyramid, including its attack and trigger.Religion     DC 27: The character recognizes the nature of the pain pyramid, including its attack and trigger.TriggerWhen a creature approaches within 2 squares of the pyramid’s base, the trap attacks. Once a creature has entered the area, it can remain in the area without suffering further attacks. The trap attacks again when another creature enters the area, or if a creature leaves and reenters the area.AttackOpportunity Action      Close burst 2
Attack: +24 vs. WillHit: 2d8 + 5 psychic damage, and the target is slowed until the start of its next turn.    Aftereffect Ongoing 10 psychic damage, and the target is immobilized (save ends both).Countermeasures     Athletics DC 27: A character can climb the pyramid’s side with a successful check.
     Arcana DC 29: A character adjacent to the apex can disable the trap with a successful Arcana or Thievery check.

Published in Dungeon Magazine 159, page(s) 36.