Trap Generator
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Bestow Curse Trap
An enchanted eyeball watches an area. The trap is triggered when the eye sees movement within its periphery, which releases the spell stored within the trapped object. The object is covered in arcane symbols and writing.
Effect: +7 to hit (or DC 16) against one target, Casts Bestow Curse centered on the triggerer
Trigger: motion sensing eye, an enchanted eyeball watches over the area.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic on the eye. A successful dispel magic (DC 16) cast on the eye disables the trap.
Casting dispel magic (DC 16) on the trap will cancel the stored spell.Concealed Pit with Spikes
This trap is activated when a creature touches its surface, which causes the floor to swing open like a trapdoor, spilling the intruder into the pit below. 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, DC 16 DEX save or take 21 (4d10) 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 16) cast on the surface destroys the trap.
The pit 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) | 6 (2d4) |
Small (chest, lute) | 1 (1d6) | 12 (3d6) |
Medium (barrel, chandelier) | 6 (1d8) | 17 (4d8) |
Large (cart, 10x10 ft. window) | 10 (1d10) | 42 (5d10) |
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