Electrified Hall
Hazard 9 — electricity, magical, trap
Runes hidden in the door's carvings blast lightning down the hall.
Source: sky-kings-tomb-bestiary
Perception +0
Skills stealth +23
Str
+0
Dex
+0
Con
+0
Int
+0
Wis
+0
Cha
+0
AC 0
Fort +0
Ref +0
Will +0
HP 0
Abilities
Synaptic Jolt (arcane, electricity, nonlethal) — **Critical Success** No effect.
**Success** The trap deals 1d12+5 electricity damage.
**Failure** The trap deals 2d12+10 electricity damage, and the creature becomes Clumsy 1 and Stupefied 1 for 1 hour.
**Critical Failure** The trap deals 4d12+20 electricity damage, and the creature becomes Clumsy 2 and Stupefied 2 for 1 hour.
Run Electrified Hall in the encounter builder — free, no install.
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