Sinking Floor (4e Hazard)
A patch of ground that looks like damp, flat sand, sometimes littered with small debris. As soon as a Small or larger creature steps onto it, it liquefies and the creature begins to sink.
A patch of sinking floor is typically 2 squares by 2 squares in size. In an encounter, sinking floor is best used with artillery monsters, or skirmishers that can attack on the move: use them to strike at restrained players. Sinking floor is nasty when used with burrowing creatures such as the xorn (level 9 skirmisher, Monster Manual 2 p. 215.
When a creature sinks low enough, they cannot breathe: after each round after the 5th in this state they must pass a DC 20 Endurance check or suffocate.
Characters can use Athletics to jump over the sinking floor if they know where it is.
Sinking Floor Level 10 Hazard | ||
|---|---|---|
Terrain 500 XP | ||
| Detect: Perception DC 26 | Initiative: - | |
| Immune attacks | ||
Triggered Actions | ||
| Attack: (Immediate Reaction): Melee 1 (one creature); +13 vs. Reflex | ||
| Trigger: A creature enters one of the hazard's four squares. | ||
| Hit: The target is slowed (save ends). First Failed Save: The target is restrained (save ends, -2 penalty). Second Failed Save: The target cannot breathe or make attacks (save ends, -5 penalty) | ||
| Miss: The target returns to the last square it occupied and its movement ends immediately. | ||
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