Flame Jet
Level 8 Blaster
XP 350

Two hidden nozzles let loose a blast of flame.

Trap: When the trap is triggered, two hidden nozzles in the walls attack each round on their initiative.Perception     DC 24: The character notices the nozzles.     DC 28: The character notices the control panel on the far side of the room.Initiative +5TriggerWhen a character enters the blast area of one of the flame jets, it makes its first attack as an immediate reaction. It then rolls initiative, attacking each round.AttackImmediate Reaction or Standard Action      Close blast 3
Targets All creatures in blastAttack: +11 vs. ReflexHit: 3d8 + 4 fire damage and ongoing 5 fire damage (save ends).Miss: Half damage, no ongoing damage.Countermeasures     Thievery DC 24: An adjacent character can disable one flame jet with a successful check.
     Thievery DC 28: A character can engage in a skill challenge to deactivate the control panel. Complexity 1 (4 successes before 3 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 3d8 + 4 damage to all creatures in blast) and the trap remains active.

Published in Dungeon Master's Guide, page(s) 90.