‘Can we get out of this tower?’ Guvno asked the thief.
‘I am sure we can, this is just perplexing, how do these traps keep resetting themselves?’ replied the thief.
A strange, deep tittering sound could be heard in the darkness around the adventurers.
‘What was that?’ the wizard asked.
‘I have no idea, but I bet it made those odd footprints we saw in the dust back there,’ the thief said as he jerked a thumb over his shoulder indicating an area behind them.
The strange giggling sound suddenly stopped, yet an odd scratching and clawing could be heard above the adventuring duo as they pondered the strange events around them.
Deadfall Daemon: AC 3 [+16], HD 4 (18hp), Att 1× bite or claw/pummel (1d6+1), THAC0 13 [+6], MV 90’ (30’), SV D7 W8 P8 B9 S10 (10), ML 8, AL Chaotic, XP 550, NA 1 (1d4), TT A, M, S ▶ Spell-like Abilities: At will, twice per day, as 5th level caster: Auditory Illusion, Blur, Darkness (30′ radius), Magic Mouth, Rope Trick, Web, Wizard Lock.
Who resets the traps in a dungeon if it is not maintained? A Deadfall Daemon will. This six to seven foot tall furry earthbound daemons look like a humanoid cross of orangutan and boar, complete with tusks, tail and the knobby horns of a minor infernal. These creatures are given away by their one ape-like foot and one pig’s hoof, which makes these monsters fairly easy to track by an experienced scout or ranger. These creatures feel an overwhelming compulsion and duty to reset traps after they have been set off, sometimes sprinkling treasure in them and sometimes not.