Spiky Floor (CR 2)

The floor is covered in spikes. A small path meanders through it.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity; Reset none


The spikes can be navigated by making a DC 18 Acrobatics check to move at half speed. If it fails, the target takes 1d4 damage and becomes entangled until they use a move equivalent action to free themselves. The path can be traversed normally, however, in the middle, a small hole appears. Spiky Floor (DC 16 Reflex Save or target falls, taking 2d4+1d6 damage, and becomes entangled, requiring a DC 16 CMB or Escape Artist check to free oneself, on a successful save, target take a -1 penalty on all rolls and checks for 1 round as they stumble)

Categories: CR2, Pathfinder | Tags: | Leave a comment

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