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


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

Post navigation

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Blog at

%d bloggers like this: