Gravehall Trap
Level 4Hazard (Complex)HazardMediumLegacy
AC
20
HP
60
Speed
0 ft.
Perception
+0
Fort
+15
Ref
+8
Will
+14
Stealth
+12
Recall Knowledge DC 19 (arcana)
Disable DC 24 thievery (expert) to disrupt the magical trigger before the hazard rolls initiative, or DC 18 religion (trained) to overwhelm the area with vitality energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed.
When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.