Level 13 Lurker
Without warning, a jagged steel brace, its pointed edges looking like the teeth of some great beast, slams down from the ceiling, smashes into the ground, and then snaps back up and out of sight.Trap: When a character steps into or otherwise attempts to cross a trapped square, the steel maw drops like a toothed guillotine and then retracts back into the ceiling.Perception DC 23: An open groove in the ceiling above barely hidesjagged metal points within its dark recesses.Dungeoneering DC 16: Same as for Perception, aboveTriggerWhen a creature enters, crosses through, or starts its turn in a trapped square, the steel maw drops, strikes, and retracts.AttackStandard Action Melee 1
Target: All creatures in a trapped squareAttack: +16 vs. ReflexHit: 2d8 + 6 damage, and the target is knocked prone and dazed (save ends).Countermeasures Thievery DC 25: A character can attempt to disable the trap from an adjacent square. This requires a successful check.
A character leaping over a trapped square still sets off the steel maw. However, a leaping characters receives a +2 bonus to Reflex as he or she flies through the space beneath the steel maw.
Published in Revenge of the Giants, page(s) 57.