General Hazards | Adventure-Specific Hazards | Weather Hazards


There is a Legacy version here.

Freezing FloorHazard 8

Complex Magical Trap 
Source Gatewalkers (Hardcover) pg. 116
Complexity Complex
Stealth +16 (expert) or DC 31 (master) to notice the cold fog rising from the floor
Description The white brick floor radiates ice-cold air.
Disable DC 24 Thievery (expert) to erase a rune, or dispel magic (3rd rank; counteract DC 24) to dispel a rune; all three runes must be erased or dispelled to disable the trap.
AC 27, Fort +13, Ref +17
Hardness 14, HP 56 (BT 28) to destroy the bricks and disable the trap; Immunities critical hits, object immunities, precision damage
Cold Snap [reaction] Trigger A creature steps on the white bricks; Effect The trap makes a frost jet Strike against the triggering creature and rolls initiative.
Routine (3 actions) With each action, the trap attempts a frost jet Strike against any creature standing on the white bricks. The trap loses 1 action per disabled or dispelled rune.
Ranged frost jet +20, Damage 2d6 cold plus 1d4 persistent cold and frostbite; no multiple attack penalty
Frostbite A creature that takes persistent cold damage from the trap’s frost jet Strike must attempt a DC 18 Fortitude save.
Critical Success The creature isn’t affected and is immune to this frostbite effect for 24 hours.
Success The creature isn’t affected.
Failure The creature can’t stop shivering and becomes clumsy 1 while the persistent damage lasts.
Critical Failure As failure, and the creature becomes fatigued while the persistent damage lasts.
Reset The trap deactivates and resets after 1 minute