Reservoir Trap
Level 2Hazard (Complex)HazardMediumRemaster
AC 18
HP 50 (BT 25)
Speed 0 ft.
Fort +11
Ref +3
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +11
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
Immunities critical hits, precision
Recall Knowledge arcana DC 16
Attacks
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 emanation (DC 22 reflex save). The trap is then disabled.
Description
Pipes extending from a pressurized water tank spray flesh-cutting jets of water at unwary passersby.