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Hazards

Cryo Mist

Level 10

commonTechTrap

Stealth 35 (master) Disable DC 27 Computers (master) to increase the air's temperature to safe levels, or DC 27 Thievery (master) to deactivate the nozzles Freeze! Reaction (cold, incapacitation) Trigger A creature moves below the nozzles; --- Reset The trap resets after 1 minute.

Simple Hazard · Level 10

The trap sprays cold air on the triggering creature, dealing 4d10+26 cold damage (DC 33 Fortitude save). Critical Success The creature is unaffected. Success The creature takes half damage and becomes clumsy 1. Failure The creature takes full damage, becomes clumsy 2, and becomes slowed 1 for 1d4 rounds. Critical Failure The creature takes double damage, becomes clumsy 2, and becomes paralyzed for 1 minute. Creatures within 10 feet of the triggering creature take 2d12+13 cold damage (DC 29 basic Fortitude save).

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