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Electrified Hall

Hazard 9 — electricity, magical, trap

Pre-Remaster content. May include legacy alignment.

Runes hidden in the door's carvings blast lightning down the hall.

Source: sky-kings-tomb-bestiary (Pre-Remaster)

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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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #195: Heavy is the Crown.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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