Bad Trip (CR 5)


 

The floor is uneven and littered with hazards.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset auto

Effect

The entire area is difficult terrain. A DC 15 Acrobatics check is required for each move action to not trip over an obstacle. If the target trips, a pit appears. Bad Trip (DC 21 Reflex Save or target falls into pit, taking 3d6 damage, plus 2d6 acid damage each round due to the 5 foot deep pool of acid at the bottom. The climb dc of the walls is 30. Items are affected one at a time, per round, in the order listed in the spell)

Acid Pit

Categories: CR5, Pathfinder | Tags: | Leave a comment

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