Spicebomb (3-4)
HAZARD 2 +10
Several spice bombs disguised as rocks litter the ground.
DC 15 Thievery to remove the bombs without activating them or DC 16 Survival (trained) to render them inert.
AC 16; Fort +12, Ref +5
HP 30 (BT 15); Immunities critical hits, precision
Peppery Explosion (inhaled)
A creature steps on a spice bomb
The spice bombs explode into clouds of spicy, choking gas that envelops the area. All creatures within 30 feet must succeed a DC 16 Fortitude save or take 2d10 poison damage. On a critical failure, the creature takes full damage and is Sickened 1.
Pathfinder Society Scenario #5-04: Necessary IntroductionsOGL