General Hazards | Adventure-Specific Hazards | Weather Hazards


There is a Legacy version here.

Exhaling PortalHazard 9

Complex Magical Trap 
Source Dark Archives (Remastered) pg. 125
Complexity Complex
Stealth DC 33
Description Magic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall.
Disable DC 30 Thievery (expert) twice to scratch out the runes, or dispel magic (5th level; counteract DC 30) to counteract the planar runes; DC 32 Athletics to shut the door if it's open (using Athletics only stops the trap, it doesn't fully disable it)
Gust [reaction] (air) Trigger A creature opens the door; Effect The hall Constrictingis buffeted by powerful winds for as long as the door remains open. A creature must succeed at a DC 32 Athletics check to move toward the door. A creature who fails at this check is pushed back 5 feet and falls prone. Additionally, the triggering creature is blasted by a powerful gust of wind and must attempt a DC 32 Fortitude save. The trap then rolls initiative.

Critical Success The creature is unaffected.
Success The creature is pushed back 5 feet.
Failure The creature is pushed back 10 feet.
Critical Failure The creature is pushed back 10 feet and knocked prone.

Critical Success The creature is unaffected.
Success The creature is pushed back 5 feet.
Failure The creature is pushed back 10 feet.
Critical Failure The creature is pushed back 10 feet and knocked prone.
Routine (1 action) The trap uses 1 action to blow powerful winds down the hall. Each creature in the hall must attempt a DC 32 Fortitude save with the same results as Gust. If this forced movement would cause a creature to collide with a solid object or fall downstairs or out a window, that creature takes an additional 2d10+11 bludgeoning damage (or 20 damage due to a fall).
Reset Automatic after the door is shut