Scatter Trap (Elite)
Level 8 Elite Obstacle
Infused with ancient magic, the room sports hidden wards to scatter and frustrate intruders.Trap: Six randomly positioned squares contain nearly invisible glyphs that damage and teleport creatures that enter their spaces. Once a square of the trap attacks, that glyph moves to a different square in the room.Perception DC 21: The character notices a faint glow emanating from the closest square containing a glyph.Arcana (trained only) DC 26: The character perceives the glyph from which the faint light shines and identifies the space as containing some sort of teleportation trap.TriggerWhen a creature enters or begins its turn in a square containing a glyph, the scatter trap attacks that creature.Attack * TeleportationOpportunity Action Melee 1
Target: The triggering creatureAttack: +11 vs. ReflexHit: 2d8 + 6 damage, and the target teleports 1d4 squares to a random unoccupied space (roll 1d8: 1, north; 2, northeast; 3, northwest; 4, east; 5, west; 6, south; 7, southeast; 8, southwest) and is stunned (save ends) and invisible until the end of its next turn.Effect: The glyph moves to a random adjacent square (roll 1d8: 1, north; 2, northeast; 3, northwest; 4, east; 5, west; 6, south; 7, southeast; 8, southwest).Countermeasures Athletics DC 10: A character who makes a successful check can jump over a single trapped square.
Arcana DC 21 or Thievery DC 21: An adjacent character can disable one trapped square with a successful check.
Arcana DC 16: With a successful check, an adjacent character can discharge one trapped square without being caught in the effect.
Published in Draconomicon: Metallic Dragons, page(s) 57.