Reservoir Trap
Level 2Hazard (Complex)HazardMediumRemaster
AC
18
HP
50 (BT 25)
Speed
0 ft.
Perception
+0
Fort
+11
Ref
+3
Will
+0
Stealth DC
11
Immunities critical-hits, precision
Recall Knowledge DC 16 (arcana)
Attacks
Melee Water Jet +11 (water), Damage 2d8 piercing
Abilities
Pipes
Pipe Hardness 7, Pipe HP 30 (BT 15)
Water Jets↺
Trigger A creature steps on a floor space in this room
Effect Seals on the water pipes burst, issuing forth high-pressure water jets in random directions. The hazard makes a water jet Strike against the triggering creature. The hazard rolls initiative.
Violent Deluge↺
Trigger The water tank is broken or destroyed
Effect A torrent of water bursts from the shattered tank, dealing 3d8 bludgeoning damage to each creature within 15-foot area (DC 22 reflex save). The trap is then disabled.
Disable DC 18 thievery (trained) to safely puncture a pipe, or DC 16 engineering-lore (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap
Pipes extending from a pressurized water tank spray flesh-cutting jets of water at unwary passersby.