Trap Generator

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Piranha Tank
This trap is activated when a creature touches its surface, which opens the floor into a water tank filled with hungry piranhas. The floor is covered in rectangular panels, about 3x6' to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area, targets are dropped into a water tank filled with starving piranha which swarm and bite, dealing 26 (4d10) piercing damage each round.
Trigger: touch trigger, activates when surface is touched by a creature.
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 surface. A successful dispel magic (DC 14) cast on the surface destroys the trap. The piranhas will eventually get full after they've consumed 2 full-sized bodies worth of meat. Freezing the water will kill the piranha and allow safe passage over top.
Aganazzar's Scorcher Trap
An idol or other valuable object's weight is keeping a pressure plate depressed just the right amount. If the pressure plate raises or lowers it releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +10 to hit (or DC 14) against one target, Casts Aganazzar's Scorcher centered on the triggerer
Trigger: pedestal, activates when an idol or other object is removed from a pedestal.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. Placing an object of equal weight on the pedestal prevents the trap from triggering. A successful DC 15 Dexterity (Sleight of Hand) check makes the switch without causing the weight on the pedestal to change. Unsuccessfully attempting the swap triggers the trap. Casting dispel magic (DC 14) on the trap will cancel the stored spell.
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) | 1 (1d4) | 4 (2d4) |
Small (chest, lute) | 2 (1d6) | 5 (3d6) |
Medium (barrel, chandelier) | 1 (1d8) | 27 (4d8) |
Large (cart, 10x10 ft. window) | 5 (1d10) | 21 (5d10) |
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