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Hazards

Ice Prison Trap

Hidden cryomisters flood the room with a burning, frigid mist that punishes anyone without protection against the cold.

uncommonColdComplexMagicalTrap

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.