Trap Generator
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Man-Eating Plant
A doorknob is trapped to activate when it's turned the wrong way, 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 +1, +8 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 11 (2d10) 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: 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 15 Dexterity check using thieves' tools disarms the trap, disabling the trigger. Unsuccessfully attempting to pick the door 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.Double Pit
This trap is activated when a creature touches its surface, which causes the creature to fall through the floor into the hidden pit below. The pits are situated in a row so attempting to jump over the first pit will cause the creature to land in the second. The floor is covered in a dense layer of leaves or other loose debris to camouflage the trap.
Effect: Targets all creatures within a 10 ft. square area when stepped on, two hidden pits in a row, jumping over one causes the creature to land on the second. DC 15 DEX save or take 15 (2d10) falling damage
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 15) cast on the surface destroys the trap.
The pits can be bridged with a plank or sidled via a thin ledge next to the wall. Doing so requires a successful Dexterity (Acrobatics) check.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) | 4 (1d4) | 5 (2d4) |
Small (chest, lute) | 1 (1d6) | 8 (3d6) |
Medium (barrel, chandelier) | 7 (1d8) | 11 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 18 (5d10) |
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