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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, precision

Offense

Ranged Magical Starknife (agile, deadly-d6, magical) +15, range 40 feet, 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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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure: Troubles in Otari.

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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