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Drowning Pit in Pathfinder 2e

Drowning Pit


Name
Drowning Pit
Tags
Pathfinder 2e, Hazard, Mechanical, Trap, CR 3, Core
Cr
2
Perception
Stealth DC 22 (Expert)
Ac
19
Saves
Fortitude Reflex Hardness 15 (BT 30)
Hp
60
Abilities
STR 0 DEX 0 CON 0 INT 0 WIS 0 ] CHA 0
Reaction
  • Description A trapdoor covers a 10-foot-square pit that’s 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit.
  • Disable Thievery DC 18 (trained) to seal each water spout, Thievery DC 22 (trained) to open the trapdoor, or Athletics DC 22 to Force Open the trapdoor
  • Trigger - A creature walks onto the trapdoor.
  • Immunities- critical hits, object immunities, precision damage
  • Effect- The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can Grab an Edge to avoid falling. The trapdoor then slams shut, and the hazard rolls initiative.
  • Routine- (4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap’s actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning.
  • Reset- The trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective.
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