Sinking Floor (4e Hazard)

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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
500 XP
Detect: Perception DC 26 Initiative: -
Immune attacks
Triggered Actions
Melee.png Attack ♦ At-Will
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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