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Hazards

Entrapping Chair

Mechanical Trap

commonMechanicalTrap
Lvl 5simpleMechanicalTrap
AC
22
HP
54
Hardness
14
EffectA creature steps on the track · save DC 22 Reflex · 3d8+15 bludgeoning
AC
22
HP
54

Mechanical

Trap

DC 26 (0 to notice the chair)

Disable

DC 23 Thievery (expert) to disrupt the tracks

AC 22, Fort +15, Ref +9

Hardness

14

HP

54 (BT 27)

Immunities

object immunities

Take a Seat! [Reaction]


Reset

The trap resets automatically over 2 rounds if the chair is unoccupied.