Slashing Portcullis (Elite)
Trap
Level 26 Elite Obstacle
XP 18000

Two heavy gates not only block progress but also regularly pivot up toward the ceiling, slashing at those nearby with their bladed bars.

Trap: The trap is usually a hall with two gates.Perception     DC 27: The character notices sparkling lines and runes in the ceiling where the gates form.Arcana     DC 32: The character discerns what the lines and runes mean.Initiative +23TriggerOnce the lever has been pulled, anyone entering (or already standing in) the attack area of the easternmost gate causes the portcullises to fall as an immediate reaction. They then roll initiative to determine when they attack. (Roll once for both gates, since this is a single trap with two components.)Attack • ForceStandard Action      Close blast 5
Target: Creatures in areaAttack: +31 vs. ACHit: 2d8 + 6 force damage, and ongoing 10 damage (save ends), and the target is pushed 2 squares and knocked prone.Countermeasures     Acrobatics DC 27: A character can ready a move action to move under the portcullis as it slashes upward. This requires a successful check. Failure means the character did not pass underneath before the bars swung down, and that character is attacked. Failure by 5 or more means the character is hit automatically by the attack (no roll required).
     Arcana DC 27: Standard action. An adjacent character can slow a gate’s fall, granting a +4 on Acrobatics checks to move under the gate.
     Athletics DC 25: A character can climb the wall to move adjacent to the line in the ceiling.
     Arcana DC 32: 1 minute. A character adjacent to the line in the ceiling can disable a gate.
     Athletics DC 32: Move action. A character can push the portcullis up, move 1 square into its space, and hold it until it attacks. The character takes 3d10 + 6 force damage when initiating this action (success or failure), and is subject to the trap’s attack.

Published in Dungeon Magazine 160, page(s) 79.