Phantasmal Maw (Elite)
Trap
Level 10 Elite Lurker
XP 1000

A trigger lets loose four motes of animated acid, taking the form of phantom beasts of the deep sea.

Trap: This trap triggers the first time someone comes within 4 squares of the focus point, and it attacks living creatures each round.Perception     DC 19: The character notices the trap’s trigger.Religion     DC 14: This trap is focused where several particularly important icons of Dagon merge together along the wall. A character who succeeds at this check identifies the focus and its relationship to the motes.     DC 19: The party gains a +2 bonus to Thievery checks to delay or disable the trap.Initiative +7TriggerThe trap releases the maws and rolls initiative when a creature enters the protected area. These traps are enchanted to recognize the devotees of a particular deity so that their presence doesn’t trigger the trap. Each maw can move with a fly speed of 10 to reach its chosen target on its turn.AttackStandard Action      Melee 1
Target: Each mote attacks one random living creature with line of effect to the focus objectAttack: +12 vs. FortitudeHit: 2d8 + 5 acid damage and slowed until the end of the maw’s next turn. If the target is already slowed, it takes an additional 1d8 acid damage.Countermeasures     Thievery DC 16: An adjacent character can delay the trigger with a successful check.
     Thievery DC 21: An adjacent character can disable the trigger with a successful check.
     * A character can attack a mote (AC 22, other defenses 22). If the mote takes fire or cold damage, it vanishes until the end of the attacker’s next turn, negating its attack that round.
     * A character can attack the focus spot on the wall, attempting to mar the unholy sigils (AC 22, other defenses 19; hp 75). Destroying the focus disables the trap.

Published in Dungeon Magazine 156, page(s) 96.