General Hazards | Adventure-Specific Hazards | Weather Hazards

Hidden PitHazard 0

Mechanical Trap 
Source Core Rulebook pg. 522 4.0
Complexity Simple
Stealth DC 18 (or 0 if the trapdoor is disabled or broken)
Description A wooden trapdoor covers a pit that’s 10 feet square and 20 feet deep.
Disable Thievery DC 12 to remove the trapdoor
AC 10, Fort +1, Ref +1
Trapdoor Hardness 3, Trapdoor HP 12 (BT 6); Immunities critical hits, object immunities, precision damage
Pitfall [reaction] Trigger A creature walks onto the trapdoor. Effect The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling.
Reset Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become hidden again.