Electrified Floor
Level 10 Obstacle
XP 500

A stretch of hallway contains glowing blue floor tiles. When the wrong tile is stepped upon, an electrifying shock is triggered.

Trap: This trap consists of 10 randomly positioned squares that contain electrified tiles. When the trap is triggered, it attacks.Perception     DC 26: The character can discern if any adjacent squares contain electrified tiles.Arcana     DC 22: The character’s knowledge provides a +2 bonus to Thievery checks to disable a tile.TriggerWhen a character enters or begins its turn in an electrified square, the trap attacks that creature.AttackOpportunity Action      Melee 1
Target: Creature in a trapped squareAttack: +13 vs. FortitudeHit: 2d10 + 6 lightning damage. On a critical hit, the target is stunned (save ends).Miss: Half damage.Countermeasures     Athletics DC 6 or Athletics (without a running start) DC 11: A character who makes a successful check can jump over a single trapped square.
     Thievery DC 26: An adjacent character can disable a tile with a successful check.

Published in Dungeon Master's Guide, page(s) 91.