Trap Generator
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Man-Eating Plant
An area is warded with a detect magic spell. When magic is detected within the spell's radius the trap is triggered 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 +4, +6 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 17 (4d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 16 STR check.
Trigger: magic detection, activates when magic is detected in an area.
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 area. A successful dispel magic (DC 16) cast on the area destroys 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.Shrine of Chaos
This trap is activated when a creature touches its surface, which causes a shrine to glow. There's a shoddy shrine in the middle of the area.
Effect: Targets all lawful creatures that touch it, DC 16 WIS save or take 27 (4d10) damage and become confused stunned for 3 (1d4) rounds
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 16) cast on the surface destroys the trap.
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) | 6 (2d4) |
Small (chest, lute) | 4 (1d6) | 8 (3d6) |
Medium (barrel, chandelier) | 8 (1d8) | 22 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 25 (5d10) |
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