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Shadow Maze

Hazard 16 (unique) — magical, trap

Pre-Remaster content. May include legacy alignment.

Shifting illusions disorient, entrap, and agonize those who attempt to pass through the shadowy maze.

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +0
Skills stealth +32
Str
+0
Dex
+0
Con
+0
Int
+0
Wis
+0
Cha
+0
AC 0 Fort +0 Ref +0 Will +0
HP 0

Abilities

Disorient (illusion, incapacitation, mental) — Critical Success The creature sees through the illusions and can move freely through squares within the shadow maze's effect. It's temporarily immune to the effects of the trap's routine for 1 minute.

Success The creature understands that what it's experiencing is an illusion, but it isn't immune to the effects of the trap's routine.

Failure The creature believes it has stepped into a vast maze. To those observing the creature outside of the shadow maze, the creature remains motionless. The creature becomes Slowed 2 for 1 round, during which time all of its speeds are reduced to 5 feet.

Critical Failure The creature not only believes it has entered a vast maze, but is overwhelmed with the sensation of being hopelessly lost. The creature is Immobilized until the end of its next turn.

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #191: The Destiny War.

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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