Ice Jet (4e Trap)

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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
400 XP
Detect: Perception DC 25 Initiative: +6
Immune attacks
Standard Actions
Close.png Attack(Cold) ♦ At-Will
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.
Disable: Thievery DC 25. Success: The jet is disabled.

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