Trap Generator
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Swinging Spike Wall
An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which makes a spike-covered wall suddenly swing across the target area, impaling anyone caught by it. The walls are covered in stained spikes.
Effect: Targets all creatures within a 10 ft. square area, a spike-covered wall quickly swings out and impales targets, DC 14 DEX save or take 8 (2d10) piercing damage.
Trigger: motion sensing eye, an enchanted eyeball watches over the area.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic on the eye. A successful dispel magic (DC 14) cast on the eye disables the trap.
Man-Eating Plant
Multiple levers are rigged to activate when pulled 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 +2, +8 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 7 (2d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 14 STR check.
Trigger: multiple levers, activates when the wrong lever is pulled.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 20 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick it triggers the trap.
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) | 4 (1d4) | 2 (2d4) |
Small (chest, lute) | 5 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 37 (5d10) |
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