Befuddling Gas Trap

Level 11Hazard (Complex)
HazardMediumLegacy
AC 31
HP 32 (BT 16)
Speed 0 ft.
Fort +24
Ref +18
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +21
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.
Immunities critical hits, precision
Recall Knowledge arcana DC 28

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.

Description

Seven nozzles hidden within holes in the 15‑foot-high ceiling release a poison gas.