Poisoned Tempest

TrapXGEp. 1202014

This fiendish trap was built to eliminate intruders who infiltrate a yuan-ti temple. The trap is a room, 60 feet on a side, with 5-foot-wide stone doors in the middle of each wall. In each corner of the room stands a 10-foot-tall statue of a great serpent, coiled and ready to strike. The eyes in each statue are rubies worth 200 gp apiece.

Raw data
{
  "name": "Poisoned Tempest",
  "page": 120,
  "__prop": "trap",
  "rating": [
    {
      "tier": 3,
      "threat": "deadly"
    }
  ],
  "source": "XGE",
  "eActive": [
    "The trap fills the room with poison and other deadly effects.",
    {
      "type": "list",
      "items": [
        {
          "name": "Locked Doors (Initiative 20)",
          "type": "item",
          "entry": "The four doors to this room slam shut and are locked in place by magic. This effect activates only once, the first time the trap is triggered."
        },
        {
          "name": "Poison Gas (Initiative 20)",
          "type": "item",
          "entry": "Poison gas floods the room. Each creature inside must make a {@dc 20} Constitution saving throw, taking 33 ({@damage 6d10}) poison damage on a failed save, or half as much damage on a successful one."
        },
        {
          "name": "Tempest (Initiative 10)",
          "type": "item",
          "entries": [
            "Air and gas boils from the trap. Roll a d6, and consult the following table.",
            {
              "rows": [
                [
                  "1",
                  "Hallucinatory gas scrambles the mind and senses. All Intelligence and Wisdom checks made in the room have disadvantage until the Tempest element activates again."
                ],
                [
                  "2",
                  "Explosive gas fills the area. If anyone holds an open flame, it causes an explosion. All creatures in the area must make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one. The flame is then extinguished."
                ],
                [
                  "3",
                  "Weakening gas fills the room. All Strength and Dexterity checks made in the room have disadvantage until the Tempest element activates again."
                ],
                [
                  "4",
                  "Buffeting winds force each creature in the room to succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}."
                ],
                [
                  "5",
                  "Smoke fills the room. Visibility is reduced to 1 foot until the next time the Tempest element activates."
                ],
                [
                  "6",
                  "Poison floods the room, forcing creatures to make saving throws as for the Poison Gas element."
                ]
              ],
              "type": "table",
              "caption": "Tempest Effects",
              "colLabels": [
                "d6",
                "Effect"
              ],
              "colStyles": [
                "col-2 text-center",
                "col-10"
              ]
            }
          ]
        }
      ],
      "style": "list-hang-notitle"
    }
  ],
  "entries": [
    "This fiendish trap was built to eliminate intruders who infiltrate a yuan-ti temple. The trap is a room, 60 feet on a side, with 5-foot-wide stone doors in the middle of each wall. In each corner of the room stands a 10-foot-tall statue of a great serpent, coiled and ready to strike. The eyes in each statue are rubies worth 200 gp apiece."
  ],
  "trigger": [
    "This trap activates when a ruby is pried from one of the statues. Each statue's mouth slides open, revealing a 1-foot-wide pipe that runs down its throat."
  ],
  "eDynamic": [
    "The longer the poison gas remains in the room, the more lethal it becomes.",
    {
      "type": "list",
      "items": [
        {
          "name": "Increased Potency",
          "type": "item",
          "entry": "The damage from the Poison Gas element increases by 11 ({@damage 2d10}) each round after it activates, to a maximum of 55 ({@damage 10d10})."
        }
      ],
      "style": "list-hang-notitle"
    }
  ],
  "initiative": 3,
  "trapHazType": "CMPX",
  "countermeasures": [
    "There are a few ways that the trap can be overcome.",
    {
      "type": "list",
      "items": [
        {
          "name": "Open the Doors",
          "type": "item",
          "entry": "Opening the doors is the quickest way to circumvent the trap, but they are warded with magic. To open the doors, a character must first succeed on a {@dc 20} Wisdom ({@skill Perception}) check to find the locking mechanism. A successful {@dc 20} Intelligence ({@skill Arcana}) check is then required to disable the sphere of force that surrounds the lock ({@spell dispel magic} is ineffective against it). Success on a {@dc 20} Dexterity check using thieves' tools picks the lock. Finally, a successful {@dc 20} Strength ({@skill Athletics}) check is needed to push the door open. Each check requires an action."
        },
        {
          "name": "Disable the Statues",
          "type": "item",
          "entry": "A statue can be disabled by blocking the flow of gas from its mouth. Heavily damaging a statue is a bad idea, for doing so leaves the gas vents open. Reducing a statue to 0 hit points (AC 17; 20 hp; resistance to fire, piercing, and slashing damage; immune to poison and psychic damage) or making a successful {@dc 20} Strength check to break it cracks the statue and increases the Poison Gas damage by 5 ({@damage 1d10}). A successful {@dc 20} Dexterity check using thieves' tools, or a successful {@dc 15} Strength check made to block up the statue with a cloak or similar object, decreases the poison damage by 5 ({@damage 1d10}). Once a character succeeds on the check, someone must remain next to the statue to keep it blocked up. When all four statues are blocked in this manner, the trap deactivates."
        }
      ],
      "style": "list-hang-notitle"
    }
  ]
}