Castle Dungeon Teleporter Trap

Encounter Budget 2,000 XP

Standard DC 17 Thievery or DC 22 Arcana check to detect the trap.

Five sealed stone sarcophagi. Four contain ravenous ghouls, and the fifth is empty, linked to a trapped teleportation circle initiative +6. The trap when activated attempts to teleport one creature into the empty sarcophagus +10 vs. Will on a hit they are teleported, on a miss they are removed from play until the end of their next turn. The teleportation circle resets automatically five minutes after being triggered.

The circle is molded into the stone floor, and as such has resist 10 all, vulnerable 5 thunder, and 20 hit points. A skilled arcanist can attempt to reverse the effect with a series of magical incantations this requires two move actions each a DC 19 Arcana check.
Two successes returns the teleported individual.
One success rearms the trap, while two failures teleports the caster into one of the sarcophagi (possibly one still occupied with a ghoul).

All the sarcophagi are under the water, which also hides the teleporter. A trapped character can hold its breath for 5 rounds before having to make Endurance checks.

The waist high murky water is difficult terrain. A character going prone in the water gains total concealment but suffers a -2 penalty to attack rolls unless they are armed with a spear or crossbow. Submerged characters can hold their breath for 5 rounds before needing to make Endurance checks.

Unless characters have torches, the room is in total darkness.

Medium natural humanoid (undead) XP 200
Initiative +8, Perception +2; Darkvision
HP 63; Bloodied 31
AC 21. Fortitude 16. Reflex 19, Will 17
Speed 8, swim 4
Immune disease, poison; Resist 10 necrotic, Vulnerable 5 radiant
Weakened Paralysis
Whenever the ghoul takes radiant damage, one creature immobilized or stunned by the ghoul
can make a saving throw against one of those effects.
m Claws • At-Will
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 2d6 + 6 damage, and the target is immobilized (save ends).
m Ghoulish Bite • At Will
Attack: Melee 1 (one immobilized, restrained, stunned, or unconscious creature); +10 vs. AC
Hit: 4d6 + 6 damage, and the target is stunned (save ends).
Alignment Chaotic Evil, Language: Common (Balok), Motive: Food (will gang up on unconscious targets, offers of non living food such as rations give cumulative +2 bonus to diplomacy, offers of living sacrifices automatically successful)
Skills: Stealth +11
Passive Insight: 19

Stone Sarcophagus (requires a DC 21 Athletics check as a standard action to force open, aiding requires a similar standard action). They provide total cover to creatures inside them and can be used as cover to those outside. A creature with a hammer or slam attack can bust open a sarcophagus with a standard action, otherwise the sarcophagi have resist all 10, vulnerable 5 thunder, and 20 hit points. All attacks successfully hit, except those that target will.
p. p.

Castle Dungeon Teleporter Trap

Van Richten's Guide to Ravenloft mrlost