Drowning Pit
Complex Hazard 3, Mechanical trap
Pathfinder 2e (Remaster)
A trapdoor covers a 10-foot-square pit that's 30 feet deep and has 5 feet of water at the bottom.
- Complex
- Mechanical
- Trap
- Level
- 3
- Complexity
- Complex
- Kind
- Mechanical trap
- Traits
- Complex, Mechanical, Trap
- Stealth
- +10 (trained); DC 22 (expert) to notice the water spouts once the pit opens
- Disable
- DC 18 Thievery (trained) to seal each water spout, DC 22 Thievery (trained) to open the trapdoor, or DC 22 Athletics to Force Open the trapdoor
- Defenses
- AC 19; Fort +8, Ref +5
- Hardness
- Trapdoor Hardness 15; Trapdoor HP 60 (BT 30); Spout Hardness 8; Spout HP 32 (BT 16); Immunities critical hits, object immunities, precision damage
- Reset
- The trap can be reset if the door is manually reengaged and the water tanks are refilled; it can be reset without draining the pit, but doing so renders the pit less effective.
A trapdoor covers a 10-foot-square pit that's 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit.
Pitfall (Reaction)
Trigger A creature walks onto the trapdoor; Effect The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can Grab an Edge to avoid falling. The trapdoor then slams shut, and the hazard rolls initiative.
Routine
(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap's actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning.
Reset
The trap can be reset if the door is manually reengaged and the water tanks are refilled; it can be reset without draining the pit, but doing so renders the pit less effective.
Source: Pathfinder GM Core, p. 106
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