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Flooding Room (CR 8)

Flooding Room CR 8

XP 4,800

Source: Pathfinder Adventure Path #34

The room is completely flooded in 10 rounds, at which point the entrances slam shut. Objects or creatures in doorways when this occurs take 8d6 points of damageā€”a DC 15 Reflex save allows a creature or attended object to avoid the damage but only if it immediately shifts out of the doorway to one side or the other.

Type mechanical; Perception DC 20; Disable Device DC 28


Trigger touch; Onset Delay 1 round; Reset none

Effect rushing water (targets directly in areas of rushing water are knocked prone and take 2d6 bludgeoning per round; DC 20 Reflex avoids); room fills completely with water in 10 rounds (water increases in depth by 1 foot every round)