Cleaning Agents

Level 3Hazard (Complex)
HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
10
Recall Knowledge DC 18 (arcana)

Abilities

Decontamination Spray

Trigger A creature enters the room.


Effect The trap sprays cleaning chemicals at the triggering creature dealing (1d8+4) acid damage. The creature must attempt a DC 20 reflex save, and the trap then rolls initiative.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Dazzled for 1 round.

Critical Failure The creature takes double damage and is Blind for 1 round.

Disable DC 20 engineering-lore (trained) or DC 20 thievery (trained) to deactivate the control panel, or DC 21 athletics or DC 21 acrobatics to plug the spouts that release the chemicals; three successes are required to disable the trap.

Solvents and detergents spray from the ceiling and run down the walls where they combine in dangerous ways.