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Hazards

Flensing Chute

Level 12

uncommonMechanicalTrap

Stealth DC 35 (master)

Disable Thievery DC 35 (master) to decouple several mechanisms barely accessible through gaps between the shifting risers, or Perception DC 38 to note which stairs have slightly different wear patterns to know which ones are safe to step on

Change to Chute [Reaction]


Reset The flensing chute resets automatically

Level 12 · Complexity Simple

Stealth DC 35 (master)

Disable

  • DC 35 (master) — (master) to decouple several mechanisms barely accessible through gaps between the shifting risers, or Perception
  • DC 38 — note which stairs have slightly different wear patterns to know which ones are safe to step on

Trigger A Small or larger creature approaches within 20 feet of the top of the stairs

Effect The stair risers shift downward, forming a steep ramp while exposing lines of razor-sharp blades. All creatures on the stairs must succeed at a DC 32 Reflex save or tumble down the chute, taking 2d6 bludgeoning damage, 4d12+26 slashing damage, and landing prone in area A4.

Reset The flensing chute resets automatically