Trap Generator

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Floor Spikes
A pillar of light stretches the location. The trap is activated if the beam is broken by a creature or object and causes spikes to shoot up through the floor and impale anyone standing above.
Effect: DC 15 to find, DC 15 to disable
Targets all creatures within a 10 ft. square area, Spikes shoot up through holes in the floor. Any target in the area makes a DC 10 DEX save or takes 12 (2d10) piercing damage.
Trigger: light beam, a beam of light activates the trap when broken.
Bear Trap
An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, amulet, etc. Entering without the item on their person, causes a set of iron jaws to spring shut, clamping down on a creature's leg. The trap is spiked in the ground, leaving the victim immobilized.
Effect: +3 to hit against one target, the jaws of the trap clamp shut, dealing 7 (2d10) piercing damage on a hit and the target is restrained until the trap is opened with a successful DC 10 STR check.
Trigger: entry, activates when a creature enters the area without the correct badge, amulet, etc.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the area. A successful dispel magic (DC 10) cast on the area destroys the trap.
The bear trap can be spotted with a DC 15 Wisdom (Perception) check and a DC 15 Dexterity check made with thieves' tools disables it.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) | 7 (2d4) |
Small (chest, lute) | 3 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 2 (1d8) | 20 (4d8) |
Large (cart, 10x10 ft. window) | 2 (1d10) | 29 (5d10) |
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