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Hazards

Explosive Entrance

Level 9

commonHauntMentalTrap

Stealth DC 33 (master)

Disable DC 30 Crafting (master) to nullify the bomb's alchemical components or DC 28 Thievery (master) to disable the bomb

Collapse [Reaction]

Level 9 · Complexity Simple

Stealth DC 33 (master)

Disable

  • Crafting DC 30 (master) — to nullify the bomb's alchemical components
  • Thievery DC 28 (master) — to disable the bomb

Trigger A creature in contact with the ground travels down this hall

Effect The bombs explodes, dealing 6d8+12 fire damage to the triggering creature and all creatures within 20 feet (DC 32 basic Reflex save). Additionally, if the triggering creature fails their saving throw, they take 1d8 persistent fire damage.