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Hazards

Freezing Floor Tiles

Level 16

rareColdComplexMagicalTrap

At a signal, patches of the arena floor flash to killing cold, and woe to the fighter who lingers too long on freezing ground.

Stealth +23 (expert) or DC 38 (master) to notice the four sensors.

Disable DC 40 Thievery (legendary) or dispel magic (6th level; counteract DC 38) to disable one of the sensors.

In play

Frigid Floor [Reaction] (cold); Trigger Hao Jin signals the beginning of the match.

Routine (4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze. Each creature that begins its turn in a frozen space takes 2d6+2 cold damage (DC 40 basic Reflex save). A creature that critically fails its save also becomes slowed 1 for 1 round; if it was already slowed, the creature instead becomes immobilized for 1 round. Any amount of fire damage dealt to a slowed or immobilized creature removes the condition.

Level 16 · Complexity Complex

Stealth DC 38 (expert)

Disable

  • Thievery DC 40 (legendary) — or dispel magic (6th level; counteract
  • DC 38

AC 36

HP 40 · Hardness 20

Immunities cold · Weaknesses fire 15

Effect The trap rolls initiative.

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