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Death CoilConsumable 20


RareConsumableElectricityMechanicalSnareTrap
Source Pathfinder Guns & Gears
Price 9,000 gp
Weight negligible

This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing 7d12 Electricity Damage to all creatures within 20 feet of it. Due to the fact that it doesn't trigger immediately when a creature enters its square, abilities like Surprise Snare don't work with a death coil. Creatures within that area must attempt a DC 43 fortitude saving throw.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Stunned 2.

Critical Failure The creature takes double damage is Stunned 4.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

Mechanical

A hazard with this trait is a constructed physical object.

Snare

Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.

Trap

A hazard or item with this trait is constructed to hinder interlopers.