Toxic Exhaust Vents Hazard 8

Complexity Complex
Stealth +16 (expert) or DC 31 (expert) to notice the vents
Description In an effort to dispose of the PCs, the szynegation hub reroutes its exhaust systems to pump toxic fumes into this room.

Disable DC 24 Athletics to plug the vents with nearby debris, DC 22 Crafting (trained) or Thievery (trained) on the vent to deactivate the trap, or DC 24 Computers (trained) to Hack and reverse the flow of exhaust. There are two vents in this room. Once both have been disabled, the toxic fumes clear after 3 rounds. While these fumes persist, PCs need to hold their breath or rely on environmental protections in their armor; otherwise, they risk suffocating on the toxic fumes.
AC 27
Fort +19
Ref +13
Vent Hardness 15
Vent HP 60 (BT 30)
Immunities critical hits, object immunities, precision damage
Nanite Release [reaction] Trigger Two or more PCs enter the room or end their turn in the room; Effect The trap makes an exhaust plume Strike against each triggering creature, then rolls initiative.

Routine (1 action) The trap launches exhaust plume strikes against every creature in the room as 1 action. Because it launches exhaust continuously, the trap can also use the Oppressive Exhaust free action (see below) against each creature during that creature’s turn.
Ranged exhaust plume +20, Damage 1d10+5 acid; no multiple attack penalty
Oppressive Exhaust [free-action] Trigger A creature within the room ends its turn; Effect The trap makes an exhaust plume Strike against the triggering creature.

Reset The trap deactivates and resets after 1 minute.