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Hazards

False Step Floor

Level 6

commonConjurationMagicalTeleportationTrap

Conjuration Magical Teleportation Trap

Stealth DC 25

Disable DC 28 Thievery (trained) to disrupt the magical energy, or DC 27 Arcana or Occultism (trained) to realign the magical energy

False Step [Reaction] (arcane, teleportation)


Reset automatic

Level 6 · Complexity Simple

Stealth DC 25

Disable

  • Thievery DC 28 (trained) — to disrupt the magical energy
  • Arcana DC 27 (trained) — or Occultism (trained) to realign the magical energy

Trigger A creature enters the room and steps onto the floor

Effect The creature slips through the floor; it tumbles through an interdimensional void before falling back into the room through the ceiling and landing on the floor. The triggering creature takes 40 bludgeoning damage from the fall. That creature can try to Grab an Edge (DC 24) to avoid falling.

Reset automatic