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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.

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