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Hazards

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.