Treacherous Floor
Hazard
Level 2 Obstacle
XP 125

This section of floor is different from the rest. As you step on it, you realize that the floor isn’t safe.

Hazard: Six squares in the main chamber contain one of three types of hazardous terrain: spiked, sticky, and slippery.Perception     DC 15: When adjacent to one of these squares, a character with a passive Perception of 15 or higher will notice the true texture of that square.     DC 15: Any character can make an active Perception check to notice all hazardous terrain within 3 squares of him or her; DC 13 if the area is brightly lit.TriggerThe hazard attacks whenever a character enters one of the hazard’s six squares.Attack (Spiked Flooring)Immediate Reaction      Melee
Target: The creature that triggered the hazard.Attack: +6 vs. FortitudeHit: 1d6 damage, and ongoing 5 damage (save ends).Attack (Sticky Flooring)Immediate Reaction      Melee
Target: The creature that triggered the hazard.Attack: +6 vs. ReflexHit: The target is immobilized (save ends).Miss: The target is slowed until the end of its next turn.Attack (Smooth Flooring)Immediate Reaction      Melee
Target: The creature that triggered the hazard.Attack: +6 vs. ReflexHit: The target falls prone.Countermeasures     Athletics DC 6 or Athletics (without a running start) DC 11: A character who makes a successful Athletics check can jump over a single square of hazardous flooring.
     Thievery DC 15: An adjacent character can disable a hazardous square with a Thievery check if that character has some sort of covering that can be placed over the square.
     A character can attack a hazardous square (AC 12, other defenses 10; Hp 20; resist 5 all). Destroying a hazardous square removes the hazard and changes it to difficult terrain.

Published in Dungeon Magazine 175, page(s) 55.