Befuddling Gas Trap
Level 11Hazard (Complex)HazardMediumLegacy
AC
31
HP
32 (BT 16)
Speed
0 ft.
Perception
+0
Fort
+24
Ref
+18
Will
+0
Stealth DC
21
Immunities critical-hits, precision
Recall Knowledge DC 28 (arcana)
Abilities
Gas Release↺
Trigger Both secret doors are closed and at least one creature is in the room
Effect Gas fills the chamber. Creatures within the chamber must succeed on a DC 30 fortitude save or become Stupefied 1 (Stupefied 2 on a critical failure). The trap then rolls initiative.
Disable DC 33 thievery (master) to disable the hidden mechanism on the north wall, immediately sucking the gas from the room, or DC 29 thievery (expert) to adequately plug one of the seven nozzles. When all seven nozzles are plugged or destroyed, the trap is deactivated.
Seven nozzles hidden within holes in the 15‑foot-high ceiling release a poison gas.