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Hazards

Entrapping Chair

Level 5

commonMechanicalTrap

An inviting chair sits ready in the room, its frame riding a hidden set of tracks. Sit down and it folds shut around you before you can rise.

Disable DC 23 Thievery (expert) to disrupt the tracks. The chair has Hardness 14 and 54 HP (BT 27).

Take a Seat! [Reaction]

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

Level 5 · Complexity Simple

Stealth DC 26 — (0 to notice the chair)

Disable Thievery DC 23 (expert) — to disrupt the tracks

AC 22

HP 54 · Hardness 14

Immunities object immunities

Trigger A creature steps on the track

Effect The chair rockets forward along the track and slams into the triggering creature, dealing 3d8+15 bludgeoning damage. A creature who succeeds at a DC 22 Reflex save takes no damage and moves out of the chair's path into a random adjacent square not containing the track. A creature who fails this saving throw is knocked into the chair's seat and captured by the armrests, becoming grabbed (restrained on a critical failure; Escape DC 26).

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