Floor Chute Trap

Level 4Hazard
HazardLargeRemaster
AC 18
HP 50 (BT 25)
Speed 0 ft.
Fort +14
Ref +8
Will +0
Perc +0
Size Large
Common
Stealth +15
Disable DC 22 thievery (trained) to prevent the floor from pivoting
Immunities critical hits, precision
Recall Knowledge arcana DC 19

Abilities

Look Out Belowdefensive

Trigger A creature attempts to open the door at the end of the hallway --- Effect The section of floor marked on the map drops down, becoming a steep ramp. Creatures in the easternmost square fall 5 feet, creatures in the middle square fall 10 feet, and creatures in the western square fall 15 feet (DC 21 to Grab an edge). In that order, all creatures who fall are moved to one of the squares immediately east of the marked squares in area A11 . If any destination square is occupied, the creature in that square is pushed 5 feet to the east as the second creature takes its place, and both creatures take an additional 2d6 nonlethal bludgeoning damage (DC 21 reflex save).

Description

A pivoted section of a seemingly normal hallway becomes a chute that deposits victims into a more dangerous room.