Ice Jet (4e Trap)
A hidden nozzle lets loose with a blast of freezing air. The trap is triggered and rolls initiative when a character ends his or her turn in the blast area of the jet. The jet attacks on its turn every round.
Many dungeon-builders install two ice jets near each other. When one jet activates, roll initiative for both jets; each acts on its turn every round.
Ice Jet Level 9 Trap | ||
|---|---|---|
Object 400 XP | ||
| Detect: Perception DC 25 | Initiative: +6 | |
| Immune attacks | ||
Standard Actions | ||
| Attack: Close blast 3 (creatures in blast); +12 vs. Fortitude | ||
| Hit: 2d8 + 8 cold damage, and the target is slowed (save ends). | ||
| Miss: Half damage. | ||
Countermeasures | ||
| ♦Disable: Thievery DC 25. Success: The jet is disabled. | ||
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