Trap Generator
![Trap Generator](/site/images/dnd/traps/swinging-ball-trap.jpg)
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Teleporter Crystal
This trap is activated when a creature touches its surface, which teleports the creature to a new location. There's a crystal pulsating with magic.
Effect: Targets any creature that touches it, DC 11 WIS save or be teleported to another location
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.
Magic Missle Trap
A barricade is holding back the trap and breaking it open causes the trap to trigger, which activates a magic imbued trap that casts magic missile at the target. The surface is covered with arcane symbols and writings.
Effect: One target, 5 (1d10) force damage
Trigger: barricade, a barricade is holding back the trap.
Countermeasures: Leaving the barricade alone avoids the trap.
Casting dispel magic (DC 15) will prevent the missiles from firing.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) | 3 (2d4) |
Small (chest, lute) | 2 (1d6) | 7 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 19 (4d8) |
Large (cart, 10x10 ft. window) | 5 (1d10) | 24 (5d10) |
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