Hollow Locked Doors
Level 16 TrapXP 1400
Detect see CountermeasuresInitiative —
AC 20, Fortitude 20, Reflex 5, Will —
Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage
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.