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Trap Generator

Trap Generator




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False Stairs

A doorknob is trapped to activate when it's turned the wrong way, which causes the stairs to fold in and create a perfectly smooth slide. Creatures on the stairs will fall and slide rapidly to the bottom. The walls are smooth with nothing attached to them.

Effect: Targets all creatures on it, steep stairs become a slick slide, causing targets to fall and take 11 (2d10) damage and be knocked prone

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. A web spell or similar can stop creatures from falling down the surface. A set of climbing tools can be used to safely scale the slide.

Man-Eating Plant

A door or chest is rigged to activate when opened, 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 +3, +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 13 (2d10) piercing damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 14 STR check.

Trigger: door, activates when a door or chest is opened.

Countermeasures: Spotting the attached wire is a DC 15 Wisdom (Perception) check. A successful DC 15 Dexterity check using thieves' tools breaks the wire attached to the door harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. 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.

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.

SubstanceAC
Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Stone17
Iron, steel19
Mithral21
Adamantine23
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)4 (1d4)5 (2d4)
Small (chest, lute)5 (1d6)10 (3d6)
Medium (barrel, chandelier)6 (1d8)13 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)24 (5d10)
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