Trap Generator
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Man-Eating Plant
A gallery is filled with paintings that are actually portals. If the wrong portals are entered that leads to the trap, which 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 +3, +12 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 16 (4d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 15 STR check.
Trigger: paintings, a gallery filled with enticing paintings that are actually portals. Only one (or none) of the paintings leads forward, the rest lead to the trap.
Countermeasures: A successful DC 20 Intelligence (Arcana) check allows a character to figure out that the paintings are portals. A successful dispel magic (DC 15) cast on the eye disables the trap. An unsuccessful check triggers the trap. 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.
Chain Flail
This trap uses a trip wire that causes large flails to swing. The ceiling is covered in holes and mechanisms.
Effect: Initiative +3, 1 attack per round, +12 to hit against all targets within 5 ft., 15 (4d10) bludgeoning damage and knocked prone
Trigger: trip wire, activates when wire is tripped.
Countermeasures: A successful DC 20 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.
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) | 2 (1d6) | 8 (3d6) |
| Medium (barrel, chandelier) | 2 (1d8) | 15 (4d8) |
| Large (cart, 10x10 ft. window) | 3 (1d10) | 33 (5d10) |
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Their contribution stands as a beacon of hope for all adventurers!

