Ice Prison Trap
COMPLEX HAZARD 5(1 action) On its turn, the trap fills the area with frigid air, which deals 2d8+7 cold damage to creatures in the area. Creatures damaged must attempt a DC 22 Fortitude save. Clockwork soldiers and any creatures wearing a security badge are immune to this damage. The accumulating ice causes the floor in the area to become difficult terrain that lasts for 1 minute after the trap's routine ends.
Critical Success The target is unaffected.
Success The target takes half damage and increases its Slowed condition by 1.
Failure The target takes full damage and increases its slowed condition by 1.
Critical Failure The target takes double damage and increases its slowed condition by 2.
Once a creature's actions are reduced to 0 by this slowed condition, the creature is completely encased in ice. The ice has Hardness 5 and 20 Hit Points, and its DC to Force Open is DC 22. Breaking the ice frees the creature and reduces their slowed condition by 1. Each round a creature is encased in ice, they take 1d8+7 cold damage (DC 22 basic Fortitude save).