Obedience Implant Trap
CR: 12
XP: 19200
Trap Type: hybrid
Perception DC: 38
Creature Type: {{ no such element: starfinder.models.Trap object['type'] }}
Disable: Engineering DC 33 (disable lancet) or Mysticism DC 33 (render implant ineffective)
Trigger: proximity (visual, 10 feet)
Init:
Duration:
Reset: manual
Bypass:
Effect: lancet +27 melee (3d6+10 P plus dominate person); Will DC 21 negates dominate person effect
Description
(CR 12) When the trap sees a creature within 10 feet, a lancet implants a magic microchip in the triggering creature, which falls under the telepathic control of the trap’s creator, as per dominate person (but affecting any creature). Removing the chip safely requires a 1-minute surgical procedure and a successful Medicine DC 28 check. Failure deals 3d6 slashing damage and leaves the implant in place. An implanted chip prevents magical means of ending the spell effect. Any later successful save (such as to resist a command) renders the spell effect dormant for 1 round rather than ending it. OBEDIENCE IMPLANT TRAP CR 12 XP 19,200 Type; Perception DC 38; Disable Trigger ; Reset Effect