Spiked Chain Pinwheel
Level 6 TrapXP 250
Detect automaticInitiative +7
AC 17, Fortitude 14, Reflex 14, Will -
Resist 5 all Immune necrotic, poison, psychic, all conditions, ongoing damage
The pinwheel rotates one-quarter turn each round. Two chains sweep out in opposite directions, and each chain can attack. On the round it is activated, the pinwheel attacks with one blast toward the northwest corner of the pit and another toward the southeast corner of the pit. On the second round, it attacks toward the northeast and southwest corners. Attacks alternate in this way until the pinwheel is bloodied, when it is reduced to just one attack per round.
Attack: Close burst 4 (creatures in burst); +9 vs. Reflex
Hit: 2d8 + 5 damage, and the target falls prone and is immobilized (escape DC 15).
Jam: Thievery DC 23 Success: The pinwheel is disabled and stops attacking. Failure (22 or less): The pinwheel attacks the character as an opportunity action.
Snag: Thievery DC 15 Success: The pinwheel’s attack becomes +6 vs. Reflex. Failure (14 or less): The pinwheel attacks the character as an opportunity action.
Published in Dungeon Magazine 189.