
Sometimes a fragile trap is more dangerous than a resilient one if destroying it will fill the corridor with acid. Determine the HP and AC of your traps based on the tables below. Pipes containing fire or poison will rupture and spray over the area, while mechanisms can be rendered inoperable with enough force. Traps can be damaged and destroyed, sometimes to good or bad effect. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pits depth (usually 10 feet, but some pits are deeper). The hole is covered by a large cloth anchored on the pits edge and camouflaged with dirt and debris. Trigger: light beam, a beam of light activates the trap when broken. A simple pit trap is a hole dug in the ground. Any target in the area makes a DC 10 DEX save or takes 7 (1d10) piercing damage.

The wall is immobile, and you can pass through and remain near the wall without harm. The wall flashes with seven colors, each of which has a distinct power and purpose.

square area, Spikes shoot up through holes in the floor. Prismatic wall creates a vertical, opaque walla shimmering, multicolored plane of light that protects you from all forms of attack. 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.Įffect: DC 20 to find, DC 20 to disable Targets all creatures within a 10 ft. Floor SpikesĪ pillar of light stretches the location. Unsuccessfully attempting to pick the lock triggers the trap.Ĭasting dispel magic (DC 20) will dispel the runes in the symbol. A successful DC 20 Dexterity check using thieves' tools disarms the trap, removing the trigger from the lock.

Trigger: lock trigger, activates when opened without the proper key.Ĭountermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the trigger. Opening the chest without the proper key activates a rune of power, hypnotizing the target.Įffect: Targets all creatures within 10 ft., DC 10 CON save or become incapacitated for 2 (1d4) rounds A trigger is hidden within a treasure chest's lock, or in something else that a creature might open.
