Ice Prison Trap

Level 5Hazard (Complex)
HazardUncommonLargeRemaster
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
26
Recall Knowledge DC 22 (arcana)

Abilities

Cryo Mist

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.

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

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