Trap Generator
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Man-Eating Plant
This trap uses a trip wire 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, +6 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 8 (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: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the trip wire, and a DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a 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.
Falling Block
An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which collapses the supports keeping an unstable section of a ceiling in place. There are shoddy-looking supports scattered around the area.
Effect: Targets all creatures within a 10 ft. square area, DC 14 DEX save or take 15 (2d10) 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. The supports holding up the section can be destroyed, triggering the trap from a safe distance.
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) | 4 (1d6) | 13 (3d6) |
| Medium (barrel, chandelier) | 3 (1d8) | 14 (4d8) |
| Large (cart, 10x10 ft. window) | 10 (1d10) | 36 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

