Quaking Footfalls Hazard 14

Complexity Simple
Stealth DC 10
Description The footsteps of a kyokor (or other kaiju) shake the ground, causing the earth around it to tremble as though from a powerful earthquake.

Disable DC 39 Athletics (trained), Civil Engineering Lore (trained), or Crafting (trained) to brace a small structure or surface to cancel the effects of the quake in that area, DC 41 Arcana (legendary), Occultism (legendary), or Performance (legendary) to calm or divert the kyokor; three total successes are required to disable the hazard; DC 30 Piloting (trained) if in a vehicle to avoid the kyokor's path (disables the hazard only for that vehicle)
Quake [reaction] The kyokor moves at least 60 feet; Effect The ground shakes in a 120-foot emanation from the kyokor's space. The ground becomes difficult terrain, and creatures on it are clumsy 2 for 1 round. Ground vehicles move at half speed.

Fissures open above underground spaces (like sewers, sinkholes, or catacombs). Creatures in the area tumble into the resulting 40-foot-deep hole unless they succeed at a DC 40 Reflex save. Near a body of water, these tremors creates dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal 3d8 bludgeoning damage (DC 35 basic Reflex save). On a critical failure, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface.