Cold Fire Trap (CR 5)

Cold Fire Trap CR 5

Type mechanical; Detect Perception DC 25; Disarm Disable Device DC 20
Trigger location; Reset repair


First created by an ifrit that was hunting creatures native to the plane of fire, a cold fire trap uses an alchemical device that burns a wintery blue when released into the air. Creatures caught within sustain cold damage for a single round.


Cold fire (alchemical, 6d6 cold damage, DC 20 Reflex half); multiple targets (all targets in a 20-ft.-radius area)


Skill Craft (traps) DC 20; Cost 6,500 gp

Section 15: Copyright Notice

Riyal’s Research: Traps. Copyright 2012, Jon Brazer Enterprises. Author: Dale C. McCoy, Jr.

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