Simmer Floor (CR 3)

The floor of this room is shiny.

Type: mechanical; Perception DC 19; Disable Device 22

Trigger location; Reset None


The floor is covered in oil which turns up to a simmer in 2 rounds. Simmer Floor (DC 18 Acrobatics check of fall on floor, where target takes 1d6 fire damage per round. It requires another DC 18 Acrobatics check to stand up, and each move action requires a DC 18 Acrobatics check, or target falls prone. Otherwise, prone characters can crawl 5 feet per round); multiple targets (all targets in room)

Categories: CR3, Pathfinder | Tags: | Leave a comment

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