Trap Generator

Trap Generator


Lightning Lure Trap

A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and releases the spell stored within the trapped object.

Effect: DC 10 to find, DC 10 to disable
+5 to hit against one target, Casts Lightning Lure centered on the trigger with a DC of 10 (if relevant)

Trigger: light beam, a beam of light activates the trap when broken. Casting dispel magic (DC 10) on the trap will cancel the stored spell.

Magic Missle Trap

A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key activates a magic imbued trap that casts magic missile at the target.

Effect: One target, 9 (1d10) force damage

Trigger: lock trigger, activates when opened without the proper key.

Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

Casting dispel magic (DC 10) will prevent the missiles from firing.

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.

Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Iron, steel19
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)3 (1d4)5 (2d4)
Small (chest, lute)5 (1d6)12 (3d6)
Medium (barrel, chandelier)2 (1d8)17 (4d8)
Large (cart, 10x10 ft. window)6 (1d10)31 (5d10)

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