Hazards
Detecting a Hazard
During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's Stealth DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the Seek action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you describe what they notice.
Magical hazards that don't have a minimum proficiency rank listed can be found using detect magic, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence. Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using Identify Magic or Recall Knowledge. Magical hazards with a minimum proficiency rank can't be found with detect magic at all.
Triggering a Hazard
Reaction or Free Action
Routine
After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depends on the hazard.
Resetting a Hazard
Disabling a Hazard
A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there's no way for them to be reset.
For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it. A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magical hazard.
Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.
Damaging a Hazard
Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but it can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards might have additional immunities, as well as resistances or weaknesses.
Attacking a Hazard
Repairing a Hazard
Counteracting a Magical Hazard
Hazard Experience
Level | Simple Hazard | Complex Hazard |
---|---|---|
Party level – 4 | 2 XP | 2 XP |
Party level – 3 | 3 XP | 3 XP |
Party level – 2 | 4 XP | 4 XP |
Party level – 1 | 6 XP | 6 XP |
Party level | 8 XP | 8 XP |
Party level + 1 | 12 XP | 12 XP |
Party level + 2 | 16 XP | 16 XP |
Party level + 3 | 24 XP | 24 XP |
Party level + 4 | 30 XP | 30 XP |
Hazard Format
Hazard NameHazard Level
Traits
Stealth This entry lists the Stealth modifier for a complex hazard's initiative or the Stealth DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If detect magic can be used to detect the hazard, this information is located here as well.
Description This explains what the hazard looks like and might include special rules.
Disable The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell rank and counteract DC are listed in parentheses.
AC the hazard's AC; Saving Throws the hazard's saves. Usually only haunts are subject to Will saves.
Hardness the hazard's Hardness; HP the hazard's Hit Points, with its Broken Threshold in parentheses; Immunities the hazard's immunities; Weaknesses the hazard's weaknesses, if any; Resistances the hazard's resistances, if any
Action Type [reaction] or [free-action] This is the reaction or free action the hazard uses; Trigger The trigger that sets off the hazard appears here; Effect For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative.
Routine This entry describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word “Routine” indicates how many actions the hazard can use each turn. Simple hazards don't have this entry.
Action Any action the hazard can use appears here. Typically, this is a melee or ranged Strike.
Reset If the hazard can be reset, that information is here.