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Pf2eDataScrapper/output/pf2e/packs/Hazards (Rulebooks).txt
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Hazards (Rulebooks)
Different values: 54
=====================================
object {Hazards (Rulebooks)}
_id : string {Hazards (Rulebooks)._id} (all different values)
img : string {Hazards (Rulebooks).img} (same value: systems/pf2e/icons/default-icons/hazard.svg)
items : array<object> {Hazards (Rulebooks).items}
Length: min=1 max=5
Value type: object {Hazards (Rulebooks).items.[]}
_id : string {Hazards (Rulebooks).items.[]._id} (84 different values)
img : string {Hazards (Rulebooks).items.[].img} (5 different values)
systems/pf2e/icons/actions/Reaction.webp (x53)
systems/pf2e/icons/actions/Passive.webp (x16)
systems/pf2e/icons/default-icons/melee.svg (x12)
systems/pf2e/icons/actions/FreeAction.webp (x2)
systems/pf2e/icons/default-icons/action.svg (x1)
name : string {Hazards (Rulebooks).items.[].name} (80 different values)
sort : integer {Hazards (Rulebooks).items.[].sort} (6 different values)
100000 (x50)
200000 (x13)
0 (x11)
300000 (x6)
400000 (x3)
600000 (x1)
system : object {Hazards (Rulebooks).items.[].system}
[actionType] : object {Hazards (Rulebooks).items.[].system.actionType}
value : string {Hazards (Rulebooks).items.[].system.actionType.value} (3 different values)
reaction (x53)
passive (x17)
free (x2)
[actions] : object {Hazards (Rulebooks).items.[].system.actions}
[value] : mixed
[category] : mixed
description : object {Hazards (Rulebooks).items.[].system.description}
value : string {Hazards (Rulebooks).items.[].system.description.value} (75 different values)
publication : object {Hazards (Rulebooks).items.[].system.publication}
license : string {Hazards (Rulebooks).items.[].system.publication.license} (2 different values)
OGL (x82)
ORC (x2)
remaster : boolean {Hazards (Rulebooks).items.[].system.publication.remaster} (2 different values)
False (x82)
True (x2)
title : string {Hazards (Rulebooks).items.[].system.publication.title} (2 different values)
(x82)
Pathfinder GM Core (x2)
rules : ###FoundryRulesObject###
[slug] : string {Hazards (Rulebooks).items.[].system.slug} (6 different values)
flesset-poison (x1)
cladis-poison (x1)
no-map (x1)
sap-vitality (x1)
jaws (x1)
devour (x1)
traits : object {Hazards (Rulebooks).items.[].system.traits}
[rarity] : string {Hazards (Rulebooks).items.[].system.traits.rarity} (same value: common)
value : array<string> {Hazards (Rulebooks).items.[].system.traits.value}
Length: min=0 max=6
Value type: string {Hazards (Rulebooks).items.[].system.traits.value.[]} (25 different values)
[selected] : array<> {Hazards (Rulebooks).items.[].system.traits.selected}
Length: min=0 max=0
Value type: mixed
[attack] : object {Hazards (Rulebooks).items.[].system.attack}
value : string {Hazards (Rulebooks).items.[].system.attack.value} (same value: )
[attackEffects] : object {Hazards (Rulebooks).items.[].system.attackEffects}
value : array<string> {Hazards (Rulebooks).items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {Hazards (Rulebooks).items.[].system.attackEffects.value.[]} (6 different values)
flesset-poison (x1)
no-map (x3)
cladis-poison (x1)
sap-vitality (x1)
devour (x1)
decapitation (x1)
[custom] : string {Hazards (Rulebooks).items.[].system.attackEffects.custom} (same value: )
[bonus] : object {Hazards (Rulebooks).items.[].system.bonus}
value : integer {Hazards (Rulebooks).items.[].system.bonus.value} (10 different values)
28 (x1)
29 (x1)
21 (x1)
13 (x2)
17 (x2)
14 (x1)
19 (x1)
12 (x1)
24 (x1)
40 (x1)
[damageRolls] : object {Hazards (Rulebooks).items.[].system.damageRolls}
[7fjovgwbpdn68he8fl8i] : object {Hazards (Rulebooks).items.[].system.damageRolls.7fjovgwbpdn68he8fl8i}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.7fjovgwbpdn68he8fl8i.damage} (same value: 6d8+20)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.7fjovgwbpdn68he8fl8i.damageType} (same value: bludgeoning)
[m9gfpuesqgzgmj2cr5tg] : object {Hazards (Rulebooks).items.[].system.damageRolls.m9gfpuesqgzgmj2cr5tg}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.m9gfpuesqgzgmj2cr5tg.damage} (same value: 2d10 + 18)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.m9gfpuesqgzgmj2cr5tg.damageType} (same value: bludgeoning)
[85elazcjj99muxznwj6o] : object {Hazards (Rulebooks).items.[].system.damageRolls.85elazcjj99muxznwj6o}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.85elazcjj99muxznwj6o.damage} (same value: 3d4)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.85elazcjj99muxznwj6o.damageType} (same value: piercing)
[3tqq8q1ujv3fog51d6br] : object {Hazards (Rulebooks).items.[].system.damageRolls.3tqq8q1ujv3fog51d6br}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.3tqq8q1ujv3fog51d6br.damage} (same value: 1)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.3tqq8q1ujv3fog51d6br.damageType} (same value: piercing)
[guj26mkvvr90w00st8m3] : object {Hazards (Rulebooks).items.[].system.damageRolls.guj26mkvvr90w00st8m3}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.guj26mkvvr90w00st8m3.damage} (same value: 2d12+4)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.guj26mkvvr90w00st8m3.damageType} (same value: slashing)
[b2sgkmleac7pt7auaikp] : object {Hazards (Rulebooks).items.[].system.damageRolls.b2sgkmleac7pt7auaikp}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.b2sgkmleac7pt7auaikp.damage} (same value: 2d6+6)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.b2sgkmleac7pt7auaikp.damageType} (same value: piercing)
[vyild2eqx4ge0c61qqpd] : object {Hazards (Rulebooks).items.[].system.damageRolls.vyild2eqx4ge0c61qqpd}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.vyild2eqx4ge0c61qqpd.damage} (same value: 4d8+9)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.vyild2eqx4ge0c61qqpd.damageType} (same value: void)
[hbbjiswyk7luxxtmpf26] : object {Hazards (Rulebooks).items.[].system.damageRolls.hbbjiswyk7luxxtmpf26}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.hbbjiswyk7luxxtmpf26.damage} (same value: 2d10+5)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.hbbjiswyk7luxxtmpf26.damageType} (same value: slashing)
[ha17f105vm6xzoc5d1w0] : object {Hazards (Rulebooks).items.[].system.damageRolls.ha17f105vm6xzoc5d1w0}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.ha17f105vm6xzoc5d1w0.damage} (same value: 2d12+10)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.ha17f105vm6xzoc5d1w0.damageType} (same value: bludgeoning)
[bl4p5gmnff8b2w33u1az] : object {Hazards (Rulebooks).items.[].system.damageRolls.bl4p5gmnff8b2w33u1az}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.bl4p5gmnff8b2w33u1az.damage} (same value: 6d12+25)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.bl4p5gmnff8b2w33u1az.damageType} (same value: slashing)
mwdx5rvny9h800405t75e : object {Hazards (Rulebooks).items.[].system.damageRolls.mwdx5rvny9h800405t75e}
damage : string {Hazards (Rulebooks).items.[].system.damageRolls.mwdx5rvny9h800405t75e.damage} (same value: 3d6)
damageType : string {Hazards (Rulebooks).items.[].system.damageRolls.mwdx5rvny9h800405t75e.damageType} (same value: bludgeoning)
[weaponType] : object {Hazards (Rulebooks).items.[].system.weaponType}
value : string {Hazards (Rulebooks).items.[].system.weaponType.value} (2 different values)
melee (x10)
ranged (x2)
[frequency] : object {Hazards (Rulebooks).items.[].system.frequency}
max : integer {Hazards (Rulebooks).items.[].system.frequency.max} (same value: 1)
per : string {Hazards (Rulebooks).items.[].system.frequency.per} (same value: day)
type : string {Hazards (Rulebooks).items.[].type} (2 different values)
action (x72)
melee (x12)
name : string {Hazards (Rulebooks).name} (all different values)
system : object {Hazards (Rulebooks).system}
attributes : object {Hazards (Rulebooks).system.attributes}
ac : object {Hazards (Rulebooks).system.attributes.ac}
value : integer {Hazards (Rulebooks).system.attributes.ac.value} (19 different values)
10 (x18)
28 (x1)
18 (x4)
34 (x1)
19 (x4)
0 (x5)
33 (x2)
20 (x3)
24 (x2)
32 (x1)
25 (x1)
30 (x1)
35 (x1)
27 (x2)
15 (x1)
21 (x3)
12 (x1)
16 (x2)
43 (x1)
emitsSound : string {Hazards (Rulebooks).system.attributes.emitsSound} (same value: encounter)
[hardness] : integer {Hazards (Rulebooks).system.attributes.hardness} (16 different values)
0 (x33)
9 (x1)
1 (x1)
15 (x2)
20 (x1)
22 (x2)
3 (x1)
12 (x3)
10 (x1)
14 (x2)
6 (x1)
11 (x1)
5 (x1)
8 (x1)
13 (x1)
30 (x1)
[hasHealth] : boolean {Hazards (Rulebooks).system.attributes.hasHealth} (2 different values)
False (x22)
True (x31)
hp : object {Hazards (Rulebooks).system.attributes.hp}
details : string {Hazards (Rulebooks).system.attributes.hp.details} (9 different values)
(x46)
The mirror can't be damaged while any mirror duplicate is alive (x1)
Spout Hardness 8, Spout HP 32 (BT 16) (x1)
Joint Hardness:16, Joint HP: 64 (BT 32) (x1)
to destroy a channel gate (this prevents that channel from being disabled and stops the trap from resetting); <strong>Floor Hardness</strong> 18; <strong>Floor HP</strong> 72 (BT 36) (x1)
to destroy the control panel and disable the trap (x1)
Panel Hardness: 5, Panel HP: 20 (BT 10) (x1)
per telekinetic cloud (x1)
per junction (x1)
max : integer {Hazards (Rulebooks).system.attributes.hp.max} (23 different values)
temp : integer {Hazards (Rulebooks).system.attributes.hp.temp} (same value: 0)
[tempmax] : integer {Hazards (Rulebooks).system.attributes.hp.tempmax} (same value: 0)
value : integer {Hazards (Rulebooks).system.attributes.hp.value} (23 different values)
stealth : object {Hazards (Rulebooks).system.attributes.stealth}
details : string {Hazards (Rulebooks).system.attributes.stealth.details} (16 different values)
or <em>detect magic</em> (x1)
<p>(legendary)</p> (x2)
<p>(trained)</p> (x17)
<p>(or 0 if the trapdoor is disabled or broken) or <em>detect magic</em></p> (x1)
<p>(expert)</p> (x16)
<p>(master)</p> (x4)
<p>(master) to notice it isn't a regular mirror</p> (x1)
<p>(trained); @Check[perception|dc:22|traits:action:seek] (expert) to notice the water spouts once the pit opens</p> (x1)
(x4)
<p>(or 0 if the trapdoor is disabled or broken)</p> (x1)
<p>(master) to hear the echoes of a faraway object crashing into the ground</p> (x1)
<p>(expert) or @Check[perception|dc:31|traits:action:seek] (master) to notice the control panel</p> (x1)
<p>(trained) (or -10 and no minimum proficiency if the surface is disturbed)</p> (x1)
<p>(trained) or @Check[perception|dc:26|traits:action:seek] (expert) to notice the control panel</p> (x1)
<p>@Check[stealth|dc:23]</p> (x1)
<p>(expert) to detect the magical sensor; noticing the wheel has a DC of 0</p> (x1)
value : integer {Hazards (Rulebooks).system.attributes.stealth.value} (25 different values)
[immunities] : array<object> {Hazards (Rulebooks).system.attributes.immunities}
Length: min=1 max=3
Value type: object {Hazards (Rulebooks).system.attributes.immunities.[]}
type : string {Hazards (Rulebooks).system.attributes.immunities.[].type} (5 different values)
critical-hits (x24)
precision (x24)
fire (x1)
mental (x2)
poison (x1)
[exceptions] : array<> {Hazards (Rulebooks).system.attributes.immunities.[].exceptions}
Length: min=0 max=0
Value type: mixed
[weaknesses] : array<object> {Hazards (Rulebooks).system.attributes.weaknesses}
Length: min=1 max=2
Value type: object {Hazards (Rulebooks).system.attributes.weaknesses.[]}
type : string {Hazards (Rulebooks).system.attributes.weaknesses.[].type} (4 different values)
cold (x2)
vitality (x2)
fire (x2)
electricity (x1)
value : integer {Hazards (Rulebooks).system.attributes.weaknesses.[].value} (3 different values)
10 (x3)
15 (x1)
20 (x3)
[resistances] : array<object> {Hazards (Rulebooks).system.attributes.resistances}
Length: min=2 max=2
Value type: object {Hazards (Rulebooks).system.attributes.resistances.[]}
type : string {Hazards (Rulebooks).system.attributes.resistances.[].type} (2 different values)
acid (x1)
fire (x1)
value : integer {Hazards (Rulebooks).system.attributes.resistances.[].value} (2 different values)
20 (x1)
10 (x1)
[creatureType] : string {Hazards (Rulebooks).system.creatureType} (same value: )
details : object {Hazards (Rulebooks).system.details}
description : string {Hazards (Rulebooks).system.details.description} (all different values)
disable : string {Hazards (Rulebooks).system.details.disable} (all different values)
isComplex : boolean {Hazards (Rulebooks).system.details.isComplex} (2 different values)
False (x37)
True (x17)
level : object {Hazards (Rulebooks).system.details.level}
value : integer {Hazards (Rulebooks).system.details.level.value} (23 different values)
publication : object {Hazards (Rulebooks).system.details.publication}
license : string {Hazards (Rulebooks).system.details.publication.license} (2 different values)
ORC (x35)
OGL (x19)
remaster : boolean {Hazards (Rulebooks).system.details.publication.remaster} (2 different values)
True (x35)
False (x19)
title : string {Hazards (Rulebooks).system.details.publication.title} (7 different values)
Pathfinder GM Core (x32)
Pathfinder Core Rulebook (x7)
Pathfinder Gamemastery Guide (x8)
Pathfinder Blog (x1)
Pathfinder Guns & Gears (x3)
Pathfinder Bestiary 2 (x1)
Pathfinder Bestiary (x2)
reset : string {Hazards (Rulebooks).system.details.reset} (29 different values)
routine : string {Hazards (Rulebooks).system.details.routine} (17 different values)
(x38)
<p>(1 action) The trap uses its action to force one random creature that failed its save against <em>wail of the banshee</em> last turn to emit a <em>wail of the banshee</em> with the same statistics as the initial one. The creature wails even if it is dead or unable to speak, no matter how far away from the trap it is. Unlike a casting of the spell, the drained condition from this trap's <em>wail of the banshee</em> spells increases the targets' drained condition values. A creature that critically succeeds at any of its saves can still be affected by the trap on future rounds, but can't be forced to wail by the trap.</p> (x1)
<p>(1 action; illusion, incapacitation, occult) The haunt continues to confound victims' senses and inspire them to commit violence against each other. Each creature in the haunt's area must attempt a @Check[will|dc:26] save.</p>
<hr>
<p><strong>Critical Success</strong> The creature is unaffected and temporarily immune for 1 minute.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round.</p>
<p><strong>Critical Failure</strong> The creature is confused for 1 minute.</p> (x1)
<p>(1 action; auditory, incapacitation, mental, occult) The orchestra performs a raucous tune, compelling all creatures that can hear it to spend actions dancing. Each round, creature must attempt a @Check[will|dc:37] save; the results of this save modify the number of actions that the creature must spend dancing each round. If this would cause the creature to spend more actions dancing than it can use on its turn, the creature takes @Damage[10d6] damage (or double that on a critical failure) from moving faster than its body can manage.</p>
<hr>
<p><strong>Critical Success</strong> The creature decreases the number of actions it must spend dancing by 1.</p>
<p><strong>Success</strong> No effect.</p>
<p><strong>Failure</strong> The creature increases the actions it must spend dancing by 1.</p>
<p><strong>Critical Failure</strong> The creature increases the actions it must spend dancing by 2.</p> (x1)
<p>(1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.</p> (x1)
<p>(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap's actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning.</p> (x1)
<p>(1 action) Phantom flames rage across the haunted area, dealing @Damage[4d6[fire]] damage to each living creature within the area (@Check[will|dc:23|basic] save). Undead creatures in the area are infused with flames for the following round. They gain the fire trait and immunity to fire, and all their attacks deal an additional @Damage[1d6[fire]] damage. Objects in the area are unaffected.</p> (x1)
<p>(3 actions) The tornado of blades uses 3 actions to move, traveling up to 30 feet with each action and dealing @Damage[(2d10+10)[slashing]] damage. Each creature in its path must attempt a @Check[reflex|dc:33].</p>
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage plus @Damage[1d10[bleed]].</p>
<p><strong>Critical Failure</strong> The creature takes double damage and @Damage[1d10[bleed]]. It also becomes @UUID[Compendium.pf2e.conditionitems.Item.Wounded]{Wounded 1} (or increases its wounded value by 1, if it is already wounded).</p>
<p>Each successful check to disable this hazard reduces the haunt's movement by 30 feet, and the fourth success disables it completely.</p> (x1)
<p>(1 action) Undead fists assail all creatures in the hall, dealing @Damage[4d6[bludgeoning]] damage. Creatures in the hall must attempt a @Check[reflex|dc:21].</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected.</p>
<p><strong>Success</strong> The target takes half damage.</p>
<p><strong>Failure</strong> The target takes full damage, and its Speeds are reduced by 10 feet (to a minimum of 5 feet) for 1 round.</p>
<p><strong>Critical Failure</strong> The target takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] for 1 round.</p> (x1)
<p>(4 actions) The trap loses 1 action per disabled channel each turn. On each action, a different channel spews lava, dealing @Damage[4d6[fire]] damage to each creature within 10 feet of the channel (@Check[reflex|dc:27|basic] save), and increasing the depth of the lava in the room by 1 foot (4 feet per round if all the channels are active).</p><p>A creature that starts its turn in lava takes @Damage[8d6[fire]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] until it @UUID[Compendium.pf2e.actionspf2e.Item.Escape]{Escapes} the hardening lava (DC 27). The creature might suffocate if covered in lava.</p><p>Lava from the previous round hardens fully at the start of the trap's turn, effectively raising the floor of the room. Once the room is full of lava, the trap stops taking actions, but creatures in the room remain stuck until the floor opens and the trap resets.</p> (x1)
<p>(9 actions) Each of the mannequins uses three of the haunt's actions on each turn, and the haunt loses three actions each turn for every disabled or destroyed mannequin. Each mannequin uses its first action to Stride up to 50 feet and its remaining two actions to make clockwork fist Strikes. Each has its own separate multiple attack penalty.</p> (x1)
<p>(1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a @Check[fortitude|dc:30] save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a @Check[athletics|dc:20|name:Swim|traits:action:swim] check to Swim in order to move, and those who do not succeed at a check to Swim each round may drown.</p>
<hr>
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is moved 20 feet along with the water.</p>
<hr>
<ul>
<li><strong>Acidic Runoff</strong> This caustic flood dissolves flesh as it moves, dealing @Damage[1d12[bludgeoning],(1d12+8)[acid]]{1d12 bludgeoning damage and 1d12+8 acid damage}. Additionally, it deals @Damage[2d6[persistent,acid]] damage to creatures who critically fail their Fortitude saves.</li>
<li><strong>Battering Waves</strong> This flood of rushing water deals @Damage[(2d12+10)[bludgeoning]] damage.</li>
<li><strong>Repulsive Refuse</strong> This flood has picked up tainted or disease-ridden objects like sewer runoff or rotting food. It deals @Damage[(2d12+8)[bludgeoning]] damage. Each creature exposed to the flood must attempt a @Check[fortitude|dc:29] save, becoming @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} on a failure or @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} on a critical failure. Additionally, creatures who come into contact with the flood waters are exposed to filth fever (@Check[fortitude|dc:20]).</li>
<li><strong>Sharp Debris</strong> The waters have picked up various objects, some of which are particularly sharp. The flood deals @Damage[1d12[bludgeoning]] damage and @Damage[(1d12+12)[piercing]] damage.</li>
<li><strong>Sticky Goo</strong> The substance is particularly sticky. It deals @Damage[(2d12+6)[bludgeoning]] damage. Additionally, each creature in the flood must attempt a @Check[reflex|dc:29] save at the beginning of their turn each round. On a failed saving throw, they take a -10-foot circumstance penalty to all their Speeds for 1 round. On a critical failure, they are instead @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] for 1 round.</li>
</ul> (x1)
<p>(1 action) The trap launches one dart against every creature in the gallery as 1 action. Because it launches darts continuously, the trap can also use the Continuous Barrage free action (see below) to launch darts at each creature during that creature's turn.</p> (x1)
<p>(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation. A creature in the quicksand can attempt a @Check[athletics|dc:20|traits:action:swim] check to Swim to either raise itself by one step if it's submerged to its neck or worse, or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is @UUID[Compendium.pf2e.conditionitems.Item.Prone] in a space adjacent to the quicksand patch. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own @Check[athletics|dc:20|name:Aid Another Creature in Quicksand] check, with the same results as if the creature attempted the check.</p> (x1)
<p>(3 actions) The trap uses its first action to make a spinning blade Strike against each adjacent creature, its second action to move straight in a random direction (roll [[/gmr 1d4 #Direction]] to determine the direction), and its third to make a spinning blade Strike against each adjacent creature. This trap doesn't take a multiple attack penalty.</p> (x1)
<p>(9 actions) Each decoration uses 3 of the trap's actions each turn, and the trap loses 3 actions each turn for every decoration that is disabled. A decoration uses its first action to move its cloud of objects up to 200 feet, its second action to make the objects Strike, and its third action to add more objects to the cloud, increasing its damage by 1d12 (to a maximum of 4d12+10). If a decoration's cloud is already at maximum damage, it does nothing with its third action.</p>
<p>If a decoration's cloud has been destroyed, the decoration instead spends its first action to create a new cloud of objects inside the room (using the starting damage value) and then its second and third actions to have the cloud move and attack.</p> (x1)
<p>(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d6 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd rank, DC 24, spell attack modifier +14). This spell's target is centered on or otherwise includes the nearest creature in the area. This increases the spell's range to 100 feet if necessary. Any spell cast by this trap is arcane.</p>
<p><strong>1</strong>@UUID[Compendium.pf2e.spells-srd.Item.Sleep]</p>
<p><strong>2</strong>@UUID[Compendium.pf2e.spells-srd.Item.Paralyze]</p>
<p><strong>3</strong>@UUID[Compendium.pf2e.spells-srd.Item.Lightning Bolt] (100-foot line)</p>
<p><strong>4</strong>@UUID[Compendium.pf2e.spells-srd.Item.Blindness]</p>
<p><strong>5</strong>@UUID[Compendium.pf2e.spells-srd.Item.Caustic Blast]</p>
<p><strong>6</strong>@UUID[Compendium.pf2e.spells-srd.Item.Enfeeble]</p> (x1)
saves : object {Hazards (Rulebooks).system.saves}
fortitude : object {Hazards (Rulebooks).system.saves.fortitude}
saveDetail : string {Hazards (Rulebooks).system.saves.fortitude.saveDetail} (same value: )
value : integer {Hazards (Rulebooks).system.saves.fortitude.value} (16 different values)
0 (x23)
12 (x3)
11 (x4)
25 (x2)
8 (x3)
27 (x1)
15 (x4)
24 (x2)
10 (x4)
1 (x1)
20 (x2)
26 (x1)
13 (x1)
32 (x1)
9 (x1)
17 (x1)
reflex : object {Hazards (Rulebooks).system.saves.reflex}
saveDetail : string {Hazards (Rulebooks).system.saves.reflex.saveDetail} (same value: )
value : integer {Hazards (Rulebooks).system.saves.reflex.value} (21 different values)
will : object {Hazards (Rulebooks).system.saves.will}
saveDetail : string {Hazards (Rulebooks).system.saves.will.saveDetail} (same value: )
value : integer {Hazards (Rulebooks).system.saves.will.value} (3 different values)
0 (x52)
22 (x1)
14 (x1)
statusEffects : array<> {Hazards (Rulebooks).system.statusEffects}
Length: min=0 max=0
Value type: mixed
traits : object {Hazards (Rulebooks).system.traits}
rarity : string {Hazards (Rulebooks).system.traits.rarity} (3 different values)
rare (x2)
common (x50)
uncommon (x2)
size : object {Hazards (Rulebooks).system.traits.size}
value : string {Hazards (Rulebooks).system.traits.size.value} (same value: med)
value : array<string> {Hazards (Rulebooks).system.traits.value}
Length: min=1 max=3
Value type: string {Hazards (Rulebooks).system.traits.value.[]} (11 different values)
magical (x16)
haunt (x11)
mechanical (x21)
trap (x24)
environmental (x12)
fungus (x4)
electricity (x2)
fire (x1)
clockwork (x1)
animal (x1)
steam (x1)
[customModifiers] : object {Hazards (Rulebooks).system.customModifiers}
type : string {Hazards (Rulebooks).type} (same value: hazard)