Rules Index | GM Screen | Player's Guide

Chapter 10: Game Mastering / Hazards

Hazard Format

Source Core Rulebook pg. 522 4.0
Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.

Hazard Name Hazard [Level]

Stealth This entry lists the Stealth modifier for a complex hazard’s initiative or the Stealth DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If detect magic can be used to detect the hazard, this information is located here as well.
Description This explains what the hazard looks like and might include special rules.
Disable The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses.
AC the hazard’s AC; Saving Throws the hazard’s saves. Usually only haunts are subject to Will saves.
Hardness the hazard’s Hardness; HP the hazard’s Hit Points, with its Broken Threshold in parentheses; Immunities the hazard’s immunities; Weaknesses the hazard’s weaknesses, if any; Resistances the hazard’s resistances, if any
Action Type [reaction] or [free-action] This is the reaction or free action the hazard uses; Trigger The trigger that sets off the hazard appears here. Effect For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative.
Routine This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word “Routine” indicates how many actions the hazard can use each turn. Simple hazards don’t have this entry.
Action Any action the hazard can use appears here. Typically, this is a melee or ranged attack.
Reset If the hazard can be reset, that information is here.

Level-Based DCs

Source Core Rulebook pg. 522 4.0
The hazard’s level indicates what level of party it’s a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature’s level is the hazard’s level.


Source Core Rulebook pg. 522 4.0
The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait.

Stealth or Stealth DC

Source Core Rulebook pg. 522 4.0
Complex hazards list their Stealth modifier, which they use for initiative, instead of their Stealth DC. If you need the DC, it’s equal to this modifier + 10.