Trap Generator
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Electrified Lever
This trap is activated when a creature touches its surface, which delivers a dangerous surprise to anyone touching the lever.
Effect: Targets any creature that touches it, 6 (1d10) damage and DC 11 CON save or stunned for 1 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 11) cast on the surface destroys the trap.
Attempting to destroy the lever will trigger the trap, activating the lever at range (such as with Mage Hand) can trigger the trap from a safe distance.Steam Trap
A doorknob is trapped to activate when it's turned the wrong way, which makes scalding hot steam fill the area via vents in the floor. The floor is perforated or mesh.
Effect: Targets all creatures within a 10 ft. square area, scalding hot steam fills the area. Any target that starts or moves through the area takes 10 (1d10) fire damage per turn.
Trigger: doorknob, activates when the doorknob is turned the wrong way.
Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence. A successful DC 10 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door triggers the trap.
A strong gust of wind (at least 10mph) will disperse the steam.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) | 8 (2d4) |
Small (chest, lute) | 4 (1d6) | 6 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 1 (1d10) | 42 (5d10) |
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