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Hazards

Drowning Pit

Level 3

commonComplexMechanicalTrap

The floor drops away into a pit, and the moment a victim falls in, hidden spouts begin flooding it with water. A few moments of scrambling becomes a fight to keep your head above the rising tide.

To disable it, a creature can attempt DC 18 Thievery (trained) to seal each water spout, DC 22 Thievery (trained) to open the trapdoor, or DC 22 Athletics to Force Open the trapdoor.

In play

Pitfall [Reaction]

Routine (4 actions) The trap loses 1 action each turn for each disabled water spout.

Level 3 · Complexity Complex

Stealth DC 22 (trained)

Disable

  • Thievery DC 18 (trained) — to seal each water spout
  • Thievery DC 22 (trained) — to open the trapdoor
  • Athletics DC 22 — to Force Open the trapdo

AC 19

HP 60 · Hardness 15

Immunities critical hits, object immunities, precision damage

Trigger A creature walks onto the trapdoor

Effect The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can Grab an Edge to avoid falling. The trapdoor then slams shut, and the hazard rolls initiative.

Reset The trap can be reset if the door is manually reengaged and the water tanks are refilled; it can be reset without draining the pit, but doing so renders the pit less effective.

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