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Sorted A-ZHazards
Spinning Treadmills
Mechanical trap triggered when a creature steps on it, forcing a DC 15 Reflex save. On failure, the creature is knocked prone and pushed back 5 feet; critical failure adds 1d6 blud...
commonMechanicalTrap
Lvl 1simpleMechanicalTrap
- AC
- 15
- Fort
- +10
- Ref
- +2
- HP
- 20 (BT 10)
- Hardness
- 5
Effectsave DC 15 Reflex · 1d6 bludgeoning
- AC
- 15
- HP
- 20
Stealth DC 17 (trained) Disable DC 13 Sports Lore to remember that older models of treadmills have an emergency brake that can be activated with a pull string, DC 15 Thievery to jam the mechanism, or DC 17 Crafting to improvise a stop for the rotating belts AC 15, Fort +10, Ref +2 Hardness 5 HP 20 (BT 10) Immunities critical hits, object immunities, precision damage Spin-Off Reaction Trigger A creature steps on the treadmill; --- Reset The trap resets automatically until disabled.