Poison Mist
Level 4 Lurker
XP 175

A weakened section of floor breaks under the weight of a creature, smashing a flask of volatile liquid underneath.

Trap: The unstable liquid reacts quickly when exposed to air and billows upward as a gas.Perception     DC 10: The character notices that the floor feels soft underfoot.     DC 15: The character notices that a section of floor has been dug up or disturbed.Initiative +2TriggerWhen a creature moves across the weakened section of floor.AttackStandard Action      Close burst 1
Target: Creatures in burstAttack: +7 vs. FortitudeHit: 1d6 + 4 poison damage.Effect The triggering creature is immobilized (save ends). Any creature that enters the cloud or starts their turn there takes 5 poison damage. The mist provides concealment and blocks line of sight for creatures inside it. The cloud persists until the end of encounter or for 5 minutes.Countermeasures     Acrobatics DC 15: A character can make a successful check to balance across the weakened area.
     Athletics DC 5 or Athletics (without a running start) DC 10: A character can make a check to jump over the weakened area.
     Thievery DC 15: An adjacent character who notices the weakened floor can make a successful check to disable the trap without breaking the flask of poisonous gas. A Thievery check of 12 or less triggers the trap.
     Any melee attack against the weakened floor triggers the trap.

Published in Dungeon Magazine 165, page(s) 59.