Rather than trying to carefully disable a
hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its
Hardness. In most cases, hitting the hazard also triggers it, as explained in
Attacking a Hazard. If a hazard's Hit Points are reduced to its
Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it is destroyed and can't be repaired. (See
Item Damage for more information on damaging objects.)
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.
You might allow a character to repair a damaged
hazard to restore its functionality. You determine the specifics of this since it can vary by trap. The
Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a
Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage.