Spinning Blade Pillar
Complex Hazard 4, Mechanical trap
Pathfinder 2e (Remaster)
A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden control panel within 30 feet.
- Complex
- Mechanical
- Trap
- Level
- 4
- Complexity
- Complex
- Kind
- Mechanical trap
- Traits
- Complex, Mechanical, Trap
- Stealth
- +11 (trained) or DC 26 (expert) to notice the control panel
- Disable
- DC 21 Thievery (trained) twice on the pillar, or DC 19 Thievery (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below).
- Attack
- Melee spinning blade +12, 2d10+5 slashing
- Defenses
- AC 21; Fort +10, Ref +12
- Hardness
- Pillar Hardness 12; Pillar HP 48 (BT 24); Panel Hardness 5; Panel HP 20 (BT 10); Immunities critical hits, object immunities, precision damage
- Speed
- 10 feet
- Reset
- The trap deactivates and resets after 1 minute.
Rising Pillar (Reaction)
Trigger A creature steps on one of the trapped floor tiles; Effect The trap pops up in a grid intersection and makes a spinning blade Strike against one adjacent creature (if any), then rolls initiative.
Attack
- Melee
- (1 action) spinning blade +12, Damage 2d10+5 slashing
Routine
(3 actions) The trap uses its first action to make a spinning blade Strike against each adjacent creature, its second action to move straight in a random direction (roll 1d4 to determine the direction), and its third to make a spinning blade Strike against each adjacent creature. This trap doesn't take a multiple attack penalty.
Reset
The trap deactivates and resets after 1 minute.
Source: Pathfinder GM Core, p. 107
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