Tin Cobra
This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing 3d6 poison damage. The target must attempt a DC 21 fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is Sickened 1.
Critical Failure The creature takes double damage is Sickened 2.
Traits
Clockworks are intricate, complex constructs that can be programmed to perform specific functions.
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
A hazard with this trait is a constructed physical object.
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.
A hazard or item with this trait is constructed to hinder interlopers.