Necromantic Deathtrap CR 13
Type magical; Perception DC 32; Disable Device DC 32
Trigger touch; Reset automatic after one round delay
Effect All creatures in the room take 14d6 points of negative energy damage every other round (DC 25 Will save halves)—undead creatures are instead healed for a like amount. Every even-numbered round, the trap becomes inert as it recharges its energy from the surrounding walls, firing again automatically every odd-numbered round until the room is deserted or the trap is disabled. A successful turn undead attempt against a 13 HD monster renders this trap inert for 1 minute, or disables it completely if the turn attempt achieves a destroyed effect.
Section 15: Copyright Notice – Pathfinder 5: Sins of the Saviors
Pathfinder 5: Sins of the Saviors. Copyright 2007, Paizo Publishing LLC. Author: Steven S. Greer