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Hazards

Ice Prison Trap

Stealth +26 (trained)

uncommonColdComplexMagicalTrap
Lvl 5complexColdComplexMagicalTrapUncommon
EffectA creature enters the area, and that creature is not a clockwork soldier and is not openly wearing a security badge · save DC 22 Fortitude (basic) · 2d8+7 cold

Stealth

+26 (trained)

Disable

DC 22 Thievery (expert) to disable the cryomisters, or DC 24 Arcana (expert) to trick the magical sensors, or dispel magic (3rd rank; counteract DC 24) to counteract the sensors

Cryo Mist [Reaction]


Routine

(1 action) On its turn, the trap fills the area with frigid air, which deals 2d8+7 cold damage to creatures in the area. Creatures damaged must attempt a DC 22 Fortitude save. Clockwork soldiers and any creatures wearing a security badge are immune to this damage.