Trap Generator
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Man-Eating Plant
A fragile ceramic statuette is precariously perched on a pedestal at the end of a hallway. Strong enough vibrations can cause the statuette to fall and shatter, triggering 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 +1, +12 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 20 (4d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 13 STR check.
Trigger: shatter, activates when a precariously balanced ceramic statuette falls and shatters.
Countermeasures: A spell or other effect that can protect the statuette from shattering, such as feather fall, will disarm the trap. A successful DC 20 Dexterity (Sleight of Hand) check will carefully remove the statuette without breaking it. Disruptive effects like combat or running will vibrate the statuette and cause it to fall. 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.
Idol of Evil
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a dark shrine in the middle of the area.
Effect: Targets all good creatures that touch it, DC 13 WIS save or take 23 (4d10) 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 13) cast on the surface destroys the trap.
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) | 2 (1d4) | 5 (2d4) |
| Small (chest, lute) | 1 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 7 (1d10) | 24 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

