Trap Generator

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Burning Snare
A pedestal with a button labeled 'Do Not Press' (or similar) sits in the center of the area. Creatures that push the button trigger the trap which causes a snare to wrap around their leg and lift them into the air.
Effect: Targets all creatures within a 10 ft. square area, DC 18 DEX save or become restrained and lifted high into the air as the rope catches on fire, dealing 7 (2d4) fire damage per turn. The fire will eventually burn through the rope, causing them to fall and take 13 (4d6) bludgeoning damage.
Trigger: button, a button labeled 'Do Not Press' (or similar) activates the trap when pushed.
Countermeasures: A successful DC 20 Dexterity check using thieves' tools disarms the trap, removing the trigger from the button and allowing it to be pressed as many times as you want. Unsuccessfully attempting to modify the button triggers the trap. Alternatively a creature may be able to build up the incredible willpower necessary to resist the temptation to push it.
The snare can be cut, but will cause the victim to fall if it's already been triggered.Spring Trap
This trap uses a trip wire that triggers a massive coil to spring up and launch the target.
Effect: One target, a massive spring coil flings the target into a wall or other trap/hazard. If catapulted into a wall, DC 18 DEX save or take 18 (4d10) damage
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 20 Wisdom (Perception) check will spot the trip wire, and a DC 20 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.
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) | 1 (1d4) | 5 (2d4) |
Small (chest, lute) | 4 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 23 (4d8) |
Large (cart, 10x10 ft. window) | 9 (1d10) | 34 (5d10) |
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