Slothful Stairs

Level 18Hazard (Complex)
HazardUniqueLargeRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Unique
Complex Hazard
Stealth +35
Disable DC 45 athletics (legendary) to wedge crumbling stones into cracks to jam the collapsing stairs, DC 48 thievery (master) to deface the hidden magical runes that power the trap; or Dispel Magic (9th rank, counteract DC 36) to counteract a rune; three total successes are required to disable the trap
Recall Knowledge arcana DC 48

Abilities

Collapseoffensive

Trigger A creature inspects the wall at the top of the stairs or begins to descend the stairs after reaching the top --- Effect The floor at the bottom of the stairwell disappears, revealing a seemingly bottomless pit. Meanwhile, the stairwell begins to collapse, starting from the top and working its way down. Any PC standing on the lower few steps falls into the pit unless they Grab the Edge with a successful DC 40 reflex save. The trap then rolls initiative.

Leaden Limbsoffensive

The trap drains vigor from creatures in the stairwell, making their limbs feel as heavy as lead. Each creature in the area must attempt a DC 40 fortitude saving throw with the following results. --- Critical Success The creature is unaffected. Success The creature is Slowed 1 until the end of their next turn. Failure The creature's clumsy condition value increases by 1, to a maximum of Clumsy 4. The creature is slowed 1 as long as they remain clumsy. The clumsy condition ends as soon as the creature exits the stairwell. Critical Failure As failure, but the value increases by 2, and the creature is Slowed 2.

Crumbling Stairsoffensive

A stretch of stairs crumbles, dropping into the void at the bottom of the stairwell. The first time the trap takes this action, the upper third of the stairwell collapses. The second time, the middle third collapses. The third time, the entire stairwell collapses. A creature on a collapsing section of stairs can try to Grab an Edge with a DC 40 reflex save to avoid falling into the void. Flying creatures avoid the fall automatically but might tumble into the void anyway if their slowed condition prevents them from taking the Fly action on their turn. Though it appears to stretch forever, the void at the bottom of the stairwell functions as a portal to the Crypt of Sloth. Creatures who plummet into the void experience a fall that seems to take hours, but are eventually deposited in the middle of area B10 , taking 80 bludgeoning damage from the fall.

Description

A supernatural exhaustion fills creatures who climb the stairs.