Hollow Locked Doors
Level 16 TrapXP 1400

Detect see Countermeasures


HP 15

AC 20, Fortitude 20, Reflex 5, Will

Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage

Triggered Actions

Attack (poison) Encounter

Trigger: The doors are broken open (DC 16 Athletics check) or reduced to 0 hit points.

Attack (No Action): Close burst 3 (creatures in the burst); +18 vs. Fortitude

Hit: Ongoing 20 poison damage (save ends).

Miss: Ongoing 10 poison damage (save ends).

Effect: The burst creates a zone of poison gas that lingers for 5 minutes. Any creature that ends its turn in the zone takes 10 poison damage.


Detect: Dungeoneering or Perception DC 22 (standard action). Success: The character determines that the doors are hollow.

Open: Arcana or Thievery DC 31 (standard action). Requirement: The character must be trained in the skill used and adjacent to the doors. Success: The doors open without triggering the trap.

Published in Dungeon Magazine 207.