Ice Prison Trap
Hidden cryomisters flood the room with a burning, frigid mist that punishes anyone without protection against the 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.
Level 5 · Complexity Complex
Stealth +26 (trained)
Disable
- Thievery DC 22 (expert) — to disable the cryomisters
- Arcana DC 24 (expert) — to trick the magical sensors, or dispel magic (3rd rank; counteract
- DC 24
Trigger A creature enters the area, and that creature is not a clockwork soldier and is not openly wearing a security badge
Effect The trap fills the area with frigid air, which deals 2d8+7 cold damage to creatures in the area (DC 22 basic Fortitude save). Clockwork soldiers and any creatures openly wearing a _security badge_ are immune to this damage. The trap then rolls initiative.
Reset The trap resets after 10 minutes.