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Maze of Mirrors

Hazard 9 (rare) — magical, mechanical, trap

Pre-Remaster content. May include legacy alignment.

Invisible runes in the maze disorient those within it and cause its mirrored walls to shift about.

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +0
Skills stealth +18
Str
+0
Dex
+0
Con
+0
Int
+0
Wis
+0
Cha
+0
AC 28 Fort +29 Ref +14 Will +0
HP 64
Immunities critical-hits, precision

Offense

Melee Spectral Gore +21, Damage 2d8+8 mental

Abilities

The Maze Awakens
Trapped in the Maze — Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 Perception or DC 26 Survival check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can Aid this check. The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success better than the result of its roll when attempting this check (failure to success, for example). **Critical Success** The target escapes the maze. **Success** The target is on the right path to the exit. If the target was already on the right path, it escapes the maze. **Failure** The target makes no progress toward escape. **Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is.

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