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There is a Legacy version here.

Scholar's BaneHazard 4

Complex Illusion Magical Trap 
Source Gatewalkers (Hardcover) pg. 55
Complexity Complex
Stealth +14 (trained) to notice magical sensors hidden within four of the carvings’ eyes
Description Illusions overwhelm the minds of particularly intelligent creatures, forcing them to relive every intellectual failure and shame they’ve ever suffered.
Disable DC 22 Thievery (trained) to carve out one eye sensor, DC 22 Arcana or Occultism (trained) to blank out one’s mind (disables trap for self only), or dispel magic (2nd rank; counteract DC 20) to counteract one eye sensor
AC 20, Fort +12, Ref +8
Eye Hardness 6, Eye HP 20
Reveal Failure [reaction] Trigger A creature with an Intelligence score of 10 or greater enters the room; Effect The trap fills the triggering creature’s mind with shameful memories. The creature must succeed at a DC 22 Will save or take 2d8+2 mental damage. The trap then rolls initiative.
Routine (4 actions) The trap uses each action to target a creature in the room with an Intelligence score of 10 or greater. A target must succeed at a DC 22 Will save or take 2d8+2 mental damage. On a critical failure, the creature takes a –10-foot status penalty to Speed for 1 minute as they stagger under the weight of their failures. The trap loses 1 action for each eye sensor disabled or destroyed.
Reset The trap can function for 10 rounds, which don’t need to be consecutive, before it must recharge for 24 hours.