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Rolling Stone Cylinder TrapHazard 6

Uncommon Complex Mechanical Trap 
Source Pathfinder #194: Cult of the Cave Worm pg. 36
Complexity Complex
Stealth DC 28 (trained)
Description A 10-foot-long, 5-foot-thick column of stone thuds to the ground, just in front of the bridge. It immediately starts to roll down the bridge, quickly picking up speed.
Disable DC 25 Thievery check to create a wedge to immobilize the column, DC 21 Athletics check to immobilize the column until the end of the creature's next turn, a creature can Climb over an immobilized column with a successful DC 18 Athletics check.
AC 21, Fort +18, Ref +11
Hardness 14, HP 58 (29); Immunities critical hits, object immunities, precision damage
Drop and Roll [reaction] Trigger A lever at the top of the south tower is pulled; Effect A thick column of stone drops from above the gate, then uses crushing roll. The rolling stone cylinder trap rolls initiative.
Routine (1 action) The rolling stone cylinder trap uses Crushing Roll.

Crushing Roll [one-action] Requirements The rolling stone cylinder is not immobilized; Effect The rolling stone cylinder trap moves its Speed west along the bridge. Creatures it moves past or lands on take 5d6 bludgeoning damage and are forced to move west to the first available space (DC 27 basic Reflex). Creatures who critically succeed at the Reflex save are not damaged but are still moved west. If the rolling stone tries to move into a non-creature obstruction, such as a wall or barricade, it deals bludgeoning damage to the obstruction and only continues moving if the obstruction is destroyed, otherwise the trap stops.