Trap Generator

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Net Trap
This trap uses a trip wire that causes a camouflaged net to fall on any creature caught below.
Effect: Targets all creatures within a 10 ft. square area, DC 11 STR save or become restrained
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the trip wire, and a DC 10 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.
Flooded Corridor
An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which causes the dam farther up the corridor to break and unleashes a huge wave of water that crashes down the corridor.
Effect: Initiative +4, moves 60 ft. in a straight line each turn. If it enters another creature's space, DC 11 DEX save or washed away by the rapid waters and smashed against the walls for 16 (2d10) bludgeoning 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 11) cast on the eye disables the trap.
Climbing the walls, running away to higher ground before the water reaches them, or securely anchoring themselves will prevent the water from washing them away.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) | 3 (1d4) | 2 (2d4) |
Small (chest, lute) | 5 (1d6) | 13 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 15 (4d8) |
Large (cart, 10x10 ft. window) | 7 (1d10) | 34 (5d10) |
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