Traps

This is a list of traps encountered by the players, by Challenge Rating

Challenge Rating 1

Challenge Rating 2 

Challenge Rating 3

Challenge Rating 4

Challenge Rating 5

Challenge Rating 6

Challenge Rating 7
  • a

Challenge Rating 8
  • a

Challenge Rating 9
  • a

Challenge Rating 10

Challenge Rating 11
  • a

Challenge Rating 12

Challenge Rating 13
  • M  

Challenge Rating 14
  • a

Challenge Rating 15
  • a

Challenge Rating 16
  •  a

Challenge Rating 17
  • a
    Challenge Rating 18
    • a

    Challenge Rating 19
    • a

    Challenge Rating 20
    • a


    CR 1
      
    Acid Spraying Skulls
    CR 1
    XP 400
    Type magical; Perception DC 25; Disable Device DC 25
    EFFECTS
    Trigger proximity; Onset Delay 2 rounds; Reset automatic (after 10 minutes)
    Effect spell (two acid splash spells per person; +5 ranged touch; 1d3 acid damage)


    Camouflaged pit trap
    CR 1
    XP 400
    Type mechanical; Perception DC 17; Disable Device DC 17
    EFFECTS
    Trigger location; Reset manual
    Effect 10 ft. deep (1d6, fall). Reflex Save DC 20 avoids


    Falling cage trap
    CR 1
    XP 400
    Type mechanical; Perception DC 15; Disable Device DC 20
    EFFECTS
    Trigger location; Reset manual
    Effect Atk +15 melee (2d6 damage from falling cage); multiple targets (all targets in marked area). Whether the falling cage hits or misses, all targets must also succeed at a DC 14 Reflex save or be caught inside the cage. A character could be injured by the falling cage but still manage to end up outside the bars, or might avoid being hit by the cage but still wind up inside the cage’s area.
    Escape A character can wriggle through the bars with a successful Escape Artist check (DC 30), bend the bars with a successful Strength check (DC 20), or lift the whole cage with a successful Strength check (DC 25).


    Portcullis trap
    CR 1
    XP 400
    Type mechanical; Perception DC 17; Disable Device DC 17
    EFFECTS
    Trigger location; Reset manual
    Effect: Atk +10 melee (3d6). Damage applies only to those underneath the portcullis. Portcullis blocks passageway.


    Spear trap
    CR 1
    XP 400
    Type mechanical; Perception DC 18; Disable Device DC 18
    EFFECTS
    Trigger location; Reset manual
    Effect: Atk +12 ranged (1d8/×3, spear), 200-ft. maximum range, target determined randomly from those in its path.


    Spinning blade trap
    CR 1
    XP 400
    Type mechanical; Perception DC 20; Disable Device DC 20
    EFFECTS
    Trigger location; Reset manual
    Effect Atk +10 melee (1d8+1/18–20); multiple targets (all targets adjacent to the marked squares).


    Synesthesia gas trap
    CR 1
    XP 400
    Type mechanical; Perception DC 25; Disable Device DC 25
    EFFECTS
    Trigger location; Reset manual
    Effect cloud of poison gas (synesthesia gas—inhaled; save Fort DC 18; onset 10 minutes; frequency 1/rd. for 4 rounds; effect 1 Wis and target is fascinated and sickened for 1d4 rounds; cure 1 save); multiple targets (all targets in a 10-ft. spread)
     
    Weighted Net Trap
    CR 1
    XP 400
    Type mechanical; Perception DC 20; Disable Device DC 20  
    EFFECTS
    Trigger location; Reset manual
    Effect Weighted net (+10 ranged touch attack, 1d6 damage and grappled, DC 20 Escape Artist or combat maneuver check to escape.


    CR 2
     
    Crushing stone slab trap
    CR 2
    XP 600
    Type mechanical; Perception DC 20; Disable Device DC 20
    EFFECTS
    Trigger touch; Reset manual
    Effect Crushing ceiling (2d10 damage, Re ex DC 15 save avoids); multiple targets (all targets in room)


    Chill touch trap
    CR 2
    XP 600
    Type magic; Perception DC 26; Disable Device DC 26
    EFFECTS
    Trigger proximity (alarm); Reset none
    Effect spell effect (chill touch, Atk +5 melee touch, 1d6 damage and target must succeed at a DC 11 Fort save or take 1 point of Strength damage).


    Door trap
    CR 2
    XP 600
    Type mechanical; Perception DC 17; Disable Device DC 17
    EFFECTS
    Trigger touch; Reset repair;
    Effect: single target; Atk +12 melee touch, 2d6 damage, 1 in 10 chance of being buried alive: 2d4 rounds -2 rounds per person assisting to free trapped PC.
    Note: Damage applies only to the PC opening the door. Other PCs need 1 round each to traverse the rubble pile and enter the room beyond.


    Pit trap
    CR 2
    XP 600
    Type: mechanical; Perception DC 17; Disable Device DC 17 – Reflex Save avoids.
    EFFECTS
    Trigger: location; Reset: manual;
    Effect: 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. Squares); pit spikes and poison (Atk +10 melee / 1d4+2 damage); Fort Save DC 12 or within 2 days PC contracts a disease which reduces Constitution by 4 points until properly healed.



    Spiked pit trap  
    CR 2
    XP 600
    Type mechanical; Perception DC 20; Disable Device DC 20
    EFFECTS
    Trigger location; Reset spider webbing
    Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); Reflex DC 20 negates; multiple targets (all targets in a 10-ft.-square area)



    CR 3
       
    Acid-spitting trap
    CR 3
    XP 800
    Type magic; Perception DC 27; Disable Device DC 27
    EFFECTS
    Trigger proximity (glyph of warding); Reset automatic (1 hour)
    Effect spell effect (acid arrow, +10 ranged touch, 2d4 acid damage)


    Barbed skewers trap
    CR 3
    XP 800
    Type mechanical; Perception DC 20; Disable Device DC 20
    EFFECTS
    Trigger location; Reset manual
    Effect 10-ft.-deep pit (1d6 falling damage); barbed skewers (Atk +15 melee, 1d4 barbed skewers per target, 1d4+2 damage per skewer plus entangled on a critical hit); Reflex DC 20 avoids; multiple targets (all targets in a 10-ft.-square area)


    Javelin trap
    CR 3
    XP 600
    Type mechanical; Perception DC 20; Disable Device DC 20
    EFFECTS
    Trigger location; Reset manual
    Effect Atk +10/+10 ranged (barbed javelins; 1d6+6 plus entangled on a critical hit)



    CR 4


    Decapitator trap
    CR 4
    XP 1,200
    Type mechanical; Perception DC 20; Disable Device DC 20
    EFFECTS
    Trigger manual (standard action); Reset manual (standard action)  
    Effect Atk +20 melee (2d4+6/×4); multiple targets (all targets in a 5-ft.-by-10-ft. area)




    Electricity arc trap
    CR 4
    XP 1,200
    Type mechanical; Perception DC 25; Disable Device DC 20
    EFFECTS
    Trigger touch; Reset none
    Effect electricity arc (4d6 electricity damage, Reflex DC 20 half); multiple targets (all targets in a 30-feet line)


    Looping passage trap
    CR 4
    XP 1,200
    Type magical; Perception DC 30; Disable Device None
    EFFECTS
    Trigger location; Reset automatic
    Effect Victims become trapped in dimensional loop for 8 hours; characters in the loop cannot rest or regain hp, and must succeed at a DC 16 Fortitude save or they take 1d4 points of Con and Wis damage at the end of 8 hours and become fatigued until they rest. After 8 hours, trapped characters reappear in the square they were trying to enter when they were trapped. A successful DC 30 Knowledge (arcana) check reveals the nature of the trap and likely means of escape. Escape Trapped characters can exit the trap by using any teleportation effect or entering any kind of pocket dimension (for example, casting rope trick or jumping into a portable hole), or by succeeding at a DC 40 Escape Artist check.



    CR 5
     

    Candles of penitence trap
    CR 5
    XP 1,600
    Type magic; Perception DC 28; Disable Device DC 28
    EFFECTS
    Trigger proximity (alarm), Reset automatic (1 hour)
    Effect spell effect (fireball, 6d6 re damage, Re ex DC 14 for half); multiple targets (all targets inside room)
    Special  The proximity trigger can be fooled with a successful DC 25 Stealth check. (Each creature moving past must succeed at a check separately.)


    Snake door trap
    CR 5
    XP 1,600
    Type magic; Perception DC 29; Disable Device DC 29
    EFFECTS
    Trigger proximity (alarm); Reset automatic
    Effect spell effect (poison, 1d3 Con damage/round for 6 rounds, Fort DC 21 negates)


    CR 6

    Idol trap
    CR 6 
    XP 2,400
    Type magic; Perception DC 30; Disable Device DC 30
    EFFECTS
    Trigger proximity (alarm); Reset automatic
    Effect spell effect (mass suggestion, affected creatures approach the idol, DC 19 Will save negates, creatures must save every round); multiple targets (all creatures that enter the room).
    Secondary Effect spell effect (teleport to a different area. A creature not affected by mass suggestion can attempt a DC 20 Will save to resist being teleported); multiple targets (any living creature that approaches within 5 feet of the idol).

    Spectral Serpent trap
    CR 6 
    XP 2,400
    Type magic; Perception DC 30; Disable Device DC 30
    EFFECTS
    Trigger proximity (alarm); Reset automatic (after 1 day)
    Effect spectral snakes move 10 feet each round toward room’s center, dealing 2d6 damage each round to any creatures they push, then solidify into serpents (emperor cobras); serpents exhale poison gas each turn instead of attacking; poison gas (cobra venom—inhaled; save Fort DC 22 per round, +2 each round after the first; frequency 1/round for 10 rounds or until one cobra slain; effect staggered for 1d6 rounds, characters that fail their saves while staggered fall unconscious for 1d6 minutes; cure 1 save); multiple targets (all targets in 10-ft.-by-10-ft. room)



    CR 7
     
    C

    CR 8
     
    C

    CR 9
     
    C


    CR 10

    Spell crucible trap
    CR 10 
    XP 9,600
    Type magical; Perception DC 30; Disable Device DC 30
    EFFECTS
    Trigger proximity (alarm); Reset automatic
    Effect The spell crucible summons three shadow fire elementals. Then the crucible makes a targeted dispel magic (CL 12th) against each non-elemental creature in the chamber. As long as the spell crucible is active, any creature casting a spell or using a spell-like ability in this room is immediately subject to a counterspell (dispel magic, CL 12th). If the crucible succeeds in dispelling an existing spell or counterspelling a spell being cast, the affected creature or caster is targeted by a fireball 1 round later (10-ft. burst, Re ex DC 14 half). The fireball deals 1d6 points of fire damage per level of the triggering creature’s dispelled spell (or the combined level of all spells if the crucible dispelled multiple spells on that creature).



    CR 11
     
    C



    CR 12



    Elemental storm trap
    CR 12
    XP 19,200
    Type magic; Perception DC 32; Disable Device DC 32
    EFFECTS
    Trigger touch; Reset 1 hour; Counterspell Spellcraft DC 27 (prismatic spray)
    Effect When this trap is triggered, two fluids kept separate in a glass tank mix and cause a blast of energy. All creatures in this area of effect take 5d6 points of fire damage, 5d6 points of acid damage, and 5d6 points of electricity damage, for a total of 15d6 points of damage. A DC 22 Reflex save halves the damage. This energy damage does not harm any of the room’s furnishings. When the trap resets, the glass tube magically reassembles.


    Summoning trap
    CR 12
    Type magic; Perception DC 31; Disable Device DC 31
    EFFECTS
    Trigger touch; Reset 1 hour; Counterspell Spellcra DC 26 (summon monster VI)
    Effect When this trap is triggered, it summons four erinyes devils, as if summoned by a CL 11th summon monster VI spell, and fights until destroyed or the spell’s effect ends in 11 rounds.

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