General Hazards | Adventure-Specific Hazards

Hallucination Powder TrapHazard 6

Source Core Rulebook pg. 524 2.0
Complexity Simple
Stealth DC 24 (expert)
Description A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch.
Disable Thievery DC 26 (expert) to disable the hammer that strikes the percussion cap
AC 24, Fort 0, Ref 0
Hardness 0, HP 1; Immunities critical hits, object immunities, precision damage
Powder Burst ReactionReaction (mental, poison); Trigger The latch is opened or the tube is broken. Effect The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be confused for 1 round and take a –2 status penalty to Perception checks and saves against mental effects for 1d4 hours. On a critical failure, the penalty is instead –4.