Ice Prison Trap

Level 5Hazard (Complex)
HazardUncommonLargeRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Uncommon
Complex Hazard
Stealth +26
Disable DC 22 thievery (expert) to disable the cryomisters, or DC 24 arcana (expert) to trick the magical sensors, or Dispel Magic (3rd rank; counteract DC 24) to counteract the sensors
Recall Knowledge arcana DC 22

Abilities

Cryo Mistoffensive

Trigger A creature enters the area, and that creature is not a clockwork soldier and is not openly wearing a security badge --- Effect The trap fills the area with frigid air, which deals (2d8+7) cold damage to creatures in the area (DC 22 fortitude save). Clockwork soldiers and any creatures openly wearing a security badge are immune to this damage. The trap then rolls initiative.

Description

Magical sensors trigger clockwork cryomisters to expel frigid air, freezing intruders and potentially encasing them in a block of ice.