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Hazards

Crushing Gate Trap

Level 16

commonTrap

Beneath a floor of black sand waits a hidden rod, and the moment a careless tread finds it the great doors slam shut with bone-breaking force.

Stealth DC 42 (master) to spot the triggering rod beneath the black sand.

Disable Thievery DC 42 (expert) to secure the doors in place without triggering the trap.

Gate Collapse [Reaction] (attack)

Level 16 · Complexity Simple

Stealth DC 42 (master) — (master) to spot the triggering rod beneath the black sand

Disable DC 42 (expert) — (expert) to secure the doors in place without triggering the trap

AC 40

HP 104 · Hardness 26

Immunities critical hits, object immunities, precision damage

Trigger The stone rod is moved or either door is touched

Effect The two falling doors deal 6d12+35 bludgeoning damage (DC 37 basic Reflex save) to all creatures within 15 feet of the gate. On a failure, a creature is also pinned beneath the door and immobilized until the door is moved (DC 34 Athletics) or destroyed; each door has the same AC, Fortitude save, Hardness, and Hit Points as the trap itself. On a critical failure, the creature is trapped in such a way that it can't attempt to free itself. Moving or destroying one door doesn't help free anyone trapped by the other door.