Trap Generator

Trap Generator


Beehive Trap

A doorknob is trapped to activate when it's turned the wrong way, which opens a trapdoor in the ceiling and drops beehives into the area. Angry wasps swarm and sting anyone and everyone.

Effect: Targets all creatures within 20 ft., beehives drop from the ceiling, releasing an angry swarm of wasps that deal 6 (1d10) poison damage and DC 10 CON save or be poisoned for 1 hour.

Trigger: doorknob, activates when the doorknob is turned the wrong way.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the mechanism to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the door. Unsuccessfully attempting to pick the door triggers the trap.

Filling the area with smoke will cause the wasps to become docile enough to cross without getting stung

Lightning Lure Trap

This trap is activated when an intruder steps on a hidden pressure plate that releases the spell stored within the trapped object.

Effect: +3 to hit against one target, Casts Lightning Lure centered on the trigger with a DC of 10 (if relevant)

Trigger: pressure plate, activates when 20 or more pounds are placed on it.

Countermeasures: A successful DC 15 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.

Casting dispel magic (DC 10) on the trap will cancel the stored spell.

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)2 (1d4)7 (2d4)
Small (chest, lute)3 (1d6)5 (3d6)
Medium (barrel, chandelier)5 (1d8)25 (4d8)
Large (cart, 10x10 ft. window)9 (1d10)33 (5d10)

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