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Archives of Nethys
Hazards Index
Drowning Pit
Hazard 3
Complex
Mechanical
Trap
Source
Core Rulebook pg. 526
2.0
Complexity
Complex
Stealth
+10 (trained); DC 22 (expert) to notice the water spouts once the pit opens
Description
A trapdoor covers a 10-foot-square pit that’s 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit.
Disable
Thievery
DC 18 (trained) to seal each water spout, Thievery DC 22 (trained) to open the trapdoor, or
Athletics
DC 22 to Force Open the trapdoor
AC
19,
Fort
+8,
Ref
+5
Trapdoor Hardness
15,
Trapdoor HP
60 (BT 30);
Spout Hardness
8,
Spout HP
32 (BT 16);
Immunities
critical hits, object immunities, precision damage
Pitfall
Trigger
A creature walks onto the trapdoor.
Effect
The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can
Grab an Edge
to avoid
falling
. The trapdoor then slams shut, and the hazard rolls initiative.
Routine
(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap’s actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin
drowning
.
Reset
The trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective.