Level 4 Elite TrapXP 350
Detect see Countermeasures belowInitiative -
Immune all conditions, forced movement, ongoing damage, necrotic, poison, psychic
Trigger: A creature adjacent to the weakened support column succeeds on a DC 14 Athletics check (standard action) to knock the column over.
Effect (Immediate Reaction): The ceiling in the western half of the room caves in, dealing 4d10 damage to all creatures in the area and turning that area into difficult terrain. Until the end of the encounter, any creature that ends its turn in the area takes 1d10 damage from falling debris.
Special: This trap can be triggered only once.
Detect: Dungeoneering DC 10 (free action). Requirement: The character must be within 10 feet of the weakened column. Success: The character realizes the column has been weakened and will trigger a partial ceiling collapse if it falls.
Published in Halls of Undermountain, page(s) 31.