2e Rules Check
PF2e Rules Note: Grabbed on the Ceiling
A1 - S8 · The Ceiling Devil · Grapple, Escape, Falling, and Rescue
What Happens When the Ceiling Devil Grabs a PC?
| Step | Rule | Table Effect |
|---|---|---|
| 1. Jaws hit | Jaws Strike applies Grab. | The target becomes grabbed: off-guard, immobilized, and at risk if it uses manipulate actions. |
| 2. Dragged upward | Ceiling Devil uses Dragged Screaming. | The PC is moved with the monster and takes scraping damage. |
| 3. Suspended | The PC remains grabbed while the monster clings to the ceiling. | The PC cannot use move actions until free. |
| 4. Escape or rescue | PC or allies act. | Escaping may cause a fall unless the PC has a rope, handhold, spell, or ally support. |
Escaping While Grabbed
A grabbed PC can use Escape ◆. They may roll their unarmed attack modifier, Acrobatics, or Athletics against the Ceiling Devil’s Athletics DC. Escape has the attack trait, so it suffers and increases multiple attack penalty. On a success, the PC is free; on a critical success, they may also Stride 5 feet, if they have somewhere to go. On a critical failure, they cannot try to Escape again until their next turn. :contentReference[oaicite:1]{index=1}
| Escape Result | Effect |
|---|---|
| Critical Success | PC gets free and may Stride 5 feet if physically possible. |
| Success | PC gets free. |
| Failure | PC remains grabbed. |
| Critical Failure | PC remains grabbed and cannot Escape again until next turn. |
If the PC Escapes While 30–70 Feet Up
If nothing is holding the PC after Escape, they fall. PF2e falling damage is bludgeoning damage equal to half the distance fallen, and if the fall deals damage, the creature lands prone. A 40-foot fall deals 20 bludgeoning damage. A 60-foot fall deals 30 bludgeoning damage. :contentReference[oaicite:2]{index=2}
| Ceiling Height | Fall Damage | Result |
|---|---|---|
| 20 feet | 10 bludgeoning | Land prone. |
| 30 feet | 15 bludgeoning | Land prone. |
| 50 feet | 25 bludgeoning | Land prone. |
| 70 feet | 35 bludgeoning | Land prone. |
Grab an Edge
If the escaping PC falls past a ledge, stalactite, rope, bridge chain, or stone shelf, they can use Grab an Edge ↺ as a reaction. They roll Acrobatics or Reflex, usually against the Climb DC. On a success, they stop the fall if they have a free hand; on a critical success, they grab even without a free hand and treat the fall as 30 feet shorter. :contentReference[oaicite:3]{index=3}
How Allies Can Help
| Ally Action | Suggested Rule | Effect |
|---|---|---|
| Cut or damage the grabbing limb | Strike the Ceiling Devil | On a critical hit, GM may allow the grabbed PC an immediate Escape attempt. |
| Throw or hold a rope | Interact ◆, then Athletics DC 16–20 | On success, PC gets +1 circumstance bonus to Grab an Edge or avoid falling; +2 on critical success. |
| Climb after the victim | Athletics to Climb | Useful but dangerous. The rescuer may become the next target. |
| Heal the victim | Heal, Soothe, Battle Medicine | Prevents the fall from becoming instantly fatal. |
| Force the monster to move | Trip, shove, forced movement, control spell | If the monster loses position or grip, the GM may end the grab or trigger a fall. |
Important GM Ruling for This Encounter
Fair ruling: Escaping from the Ceiling Devil ends the grab, but does not magically place the PC safely on the ground. If they are suspended in open air, they fall unless they have a rope, ledge, spell, fly speed, or can Grab an Edge.
Player Hint
Do not wait until someone is hanging 50 feet up to solve the problem. Use rope lines before crossing the cavern. Keep light on the ceiling. Ready ranged attacks. If someone is grabbed, rescue them immediately.