FailureThe creature is pulled into a sinkhole and begins sinking. It’s
immobilized until it frees itself with a successful check to disable the hazard. If a creature is stuck for 2 consecutive rounds, it sinks beneath the surface and must hold its breath or begin suffocating. An adjacent creature can free a stuck creature with a successful DC 30 Athletics check.
Critical FailureAs failure, except the creature is
grabbed instead of immobilized, and it’s immediately pulled underground and must hold its breath or begin suffocating.