Frost Jet Door Trap
Level 8 Blaster
XP 350

Two wall squares hide nozzles that let loose a blast of magic frost each round once triggered.

Trap: If the door is opened in a manner other than through use of the key or a successful Thievery check to unlock it, the trap fires, affecting the 2 squares to the east of the door.Perception     DC 24: The character notices the nozzles.     DC 24: The character attempting a Thievery check to open the door notices that a trap will be set off if the lock is not picked precisely.TriggerWhen the door to the tomb is opened without using the proper key, or if a PC failed the Thievery check to unlock it, both frost jets attack as an immediate reaction. They then enter the initiative order directly after the creature that triggered it, attacking each round.AttackImmediate Reaction or Standard Action      Close burst 3
Targets Creatures in blastAttack: +11 vs. ReflexHit: 3d8 + 4 cold damage, and the target is immobilized.Miss: Half damage and slow.Countermeasures     Thievery DC 22: After the trap is triggered, an adjacent character can delay one frost jet for 1 round (treat the trap as stunned until the start of its next turn) with a successful check.
     Thievery DC 24: An adjacent character can disable one frost jet. Complexity 1 (4 successes before 2 failures). Each attempt is a standard action.
     * A character who succeeds with a successful check to unlock the door also disables the trap.

Published in Dungeon Magazine 155, page(s) 72.