Clockwork Poison Bomb
COMPLEX HAZARD 11 +0 The bomb uses Oggvurm's initiative roll as its Stealth roll
A clockwork bomb releases gouts of poisonous smoke. The smoke issues forth from a single nozzle attached to two tanks of pressurized poison
Three DC 31 Thievery (expert) checks to Disable a Device to disable the latches that lock the nozzle in place, then one DC 35 Thievery (master) check to Disable a Device to turn off the nozzle; DCs decrease by 2 if Oggvurm is immobilized, paralyzed, unconscious, or dead
AC 32; Fort +24, Ref +26
Hardness 5, HP 20 (BT 10) to ruin the nozzle (making it impossible to disable, in which case the only way to disarm the bomb is to destroy both its tanks); Tank Hardness 15; Tank HP 80 (BT 40) to destroy one of the tanks (both tanks must be destroyed to disarm the bomb; Immunities precision, critical hits
Poisonous Cloud (alchemical, poison)
The bomb is Activated, which requires 3 actions
The bomb releases a smoky cloud of Blackfinger Blight in a 20-foot radius. Creatures within the smoke are Concealed from other creatures.
Any creature that starts its turn in the smoke must roll a DC 32 Fortitude saving throw to avoid being afflicted by blackfinger blight poison.
The cloud remains for 1 minute or until dispersed by strong winds.
(1 action) On its turn, the bomb spews forth a smoky gout of airborne Blackfinger Blight poison. The cloud fills a 20-foot radius, or a 10-foot radius if only one tank remains intact. If the bomb is already in the center of a blackfinger blight cloud, the radius of that cloud increases by 20 feet (or 10 feet, if only one tank remains intact) instead.
The trap issues smoke for 3 minutes before its tanks run dry. The tanks must be replaced before the bomb can be reactivated.
Pathfinder #159: All or NothingOGL