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Magic Starknives Trap

Hazard 5 — magical, trap

Pre-Remaster content. May include legacy alignment.

Starknife symbols on the six pillars glow and shoot across the room.

Source: troubles-in-otari-bestiary (Pre-Remaster)

Perception +0
Skills stealth +12
Str
+0
Dex
+0
Con
+0
Int
+0
Wis
+0
Cha
+0
AC 22 Fort +15 Ref +9 Will +0
HP 14
Immunities critical-hits

Offense

Ranged Magical Starknife +15, Damage 1d4+3 force

Abilities

Starknife Attack (arcane) — If a creature passes the middle pair of pillars, both doors leading out of the room slam shut and lock; while the trap is active, the doors must be battered open with a successful DC 23 Athletics check or sufficient damage (Hardness 12; HP 48 [BT 24]). One of the starknife carvings glows with light, detaches from the pillar, and then flies outward, making a magical starknife Ranged Strike against a random creature within range. The trap then rolls initiative with its Stealth modifier of +12

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