Level 4 TrapXP 350
Detect Perception DC 21Initiative special
Immune all damage, forced movement, all conditions
The trap acts on initiative counts 24, 14, and 4, using one standard action per turn. On each of Its turns, the trap attacks one row of squares. Roll a d6 to determine which row it attacks; match the die result with the numbers shown on the map. The trap makes an attack against each creature in the row’s squares.
Scythe Attack At-Will
Effect: Before the attack, roll a d6. The result determines which row the trap attacks.
Attack: Melee (all creatures in a row of squares); +11 vs. AC
Hit: 1d8 + 4 damage, the trap pushes the target 1 square, knocks the target prone, and the target takes ongoing 5 damage (save ends).
Predict: Dungeoneering DC 21 (minor action). Success: If the character is in a row the trap would attack, the character can shift 1 square as an immediate reaction.
Disable: Thievery DC 21 (standard action). Success: The character disables one scything blade (roll a d6 to see which one) at the control panel. When you roll to determine the row the trap attacks and you get a result corresponding to a disabled blade, the trap does not attack for that turn. When all blades are disabled, the trap is destroyed. Failure (16 or less): A scything blade attacks a random row.
Destroy: AC 15, Fortitude 12, Reflex 12, 48 hp per blade. To attack a blade, a character must ready an action to attack a scything blade as it passes through his or her square or an adjacent square. Success: Dropping a blade to 0 hit points destroys the blade. When you roll to determine the row the trap attacks and you get a result corresponding to a destroyed blade, the trap does not attack for that turn.
Published in Dungeon Magazine 182, page(s) 10.