Trap Generator
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Concealed Pit with Spikes
This trap is activated when a creature touches its surface, which causes the floor to swing open like a trapdoor, spilling the intruder into the pit below. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area when stepped on, DC 15 DEX save or take 20 (4d10) falling damage
Trigger: touch trigger, activates when surface is touched by a creature.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 15) cast on the surface destroys the trap.
The pit can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.Man-Eating Plant
A door is locked and the wall next to it has a number of holes with rods inside. Only one rod opens the door, the rest trigger the trap that opens a wall to reveal a huge man-eating plant that tries to eat anyone nearby. All surfaces are covered in plants and foliage, except for a section of wall.
Effect: Initiative +4, +7 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 16 (4d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 15 STR check.
Trigger: rods in holes, activates when the wrong rod is touched.
Countermeasures: A successful DC 15 Intelligence (Investigation) check will spot figure out the mechanism, and a DC 20 Dexterity check using thieves' tools disables the trigger harmlessly. On either failed check, the trap triggers.
The plant is immobile and vulnerable to fire damage. It will not distinguish between allies, enemies, or already dead targets, and will not grab more than 2 targets at a time.Destroying Traps
Traps can be damaged and destroyed, sometimes to good or bad effect. Pipes containing fire or poison will rupture and spray over the area, while mechanisms can be rendered inoperable with enough force. Determine the HP and AC of your traps based on the tables below. Sometimes a fragile trap is more dangerous than a resilient one if destroying it will fill the corridor with acid.
Substance | AC |
---|---|
Cloth, paper, rope | 11 |
Crystal, glass, ice | 13 |
Wood, bone | 15 |
Stone | 17 |
Iron, steel | 19 |
Mithral | 21 |
Adamantine | 23 |
Size | HP (Fragile) | HP (Resilient) |
---|---|---|
Tiny (bottle, lock) | 3 (1d4) | 5 (2d4) |
Small (chest, lute) | 5 (1d6) | 15 (3d6) |
Medium (barrel, chandelier) | 5 (1d8) | 24 (4d8) |
Large (cart, 10x10 ft. window) | 8 (1d10) | 37 (5d10) |
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