Traps
| Sample TrapsThe following sample traps represent just some of the possibilities when constructing traps to challenge the player characters. Sand Trap CR —Type mechanical; Perception DC 15; Disable Device — Trigger location; Reset manual Effect 20-ft.-deep, 60-ft.-diameter sand trap (creatures slide to the bottom and take no damage); DC 15 Reflex avoids; climbing out of the sand trap requires a DC 20 Climb check. This trap originally from the Ant Lion from Bonus Bestiary. Arrow Trap CR 1Type mechanical; Perception DC 20; Disable Device DC 20 Trigger touch; Reset none Effect Atk +15 ranged (1d8+1/×3) Pit Trap CR 1Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset manual Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Ettercap Noose CR 1Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset repair Effect +15 CMB check (grapple) Poisoned Dart Trap CR 1Type mechanical; Perception DC 20; Disable Device DC 20 Trigger touch; Reset none Effect Atk +10 ranged (1d3 plus Greenblood Oil) Swinging Axe Trap CR 1Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset manual Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in a 10-ft. line) Self-Destructing Scroll Rack Trap CR 1 and CR 2Type mechanical; Perception DC 20; Disable Device DC 20 Trigger touch; Reset none Effect Atk +10 ranged (1d3 plus greenblood oil) Effect Alchemist's fire (1d6 fire damage; DC 15 Reflex save for half); multiple targets (all targets within 5 ft. of rack) Cost 1,500 gp
A favorite of paranoid spellcasters protecting arsenals of scrolls, the self-destructing scroll rack trap seems like a standard trapped scroll rack with a poison dart trap. However, when one of the scrolls is pulled from the rack without first deactivating the secondary trap (either through Disable Device or Perception to find the hidden switch) it smashes a vial of alchemist's fire over each scroll effectively destroying the scrolls and burning anyone near the rack.
Ceiling Snare Drop Trap CR 1 and CR 5Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset none Effect snare (grappled; DC 20 avoids) Effect Atk +15 melee (6d6); multiple targets (all targets in a 10-ft. square) Cost 3,500 gp
This trap creates its own bait by ensnaring victims and hoisting them 10 ft. off the ground and upside down. If the rope used in the snare is pulled on or cut without first disabling the ceiling trap, it will trigger the ceiling to fall.
Burning Hands Trap CR 2Type magic; Perception DC 26; Disable Device DC 26 Trigger proximity (alarm); Reset none Effect spell effect (burning hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple targets (all targets in a 15-ft. cone) Ettercap Spear Trap CR 2Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset repair Effect +15 melee (1d6+6). Javelin Trap CR 2Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset none Effect Atk +15 ranged (1d6+6) Rock Deadfall CR 2Type mechanical; Perception DC 20; Disable Device DC 25 Trigger touch (tripwire); Reset repair Effect Atk +12 (3d6); multiple targets (all targets in a 5 ft. by 10 ft. area) Spiked Pit Trap CR 2Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset manual Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Acid Arrow Trap CR 3Type magic; Perception DC 27; Disable Device DC 27 Trigger proximity (alarm); Reset none Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds) Camouflaged Pit Trap CR 3Type mechanical; Perception DC 25; Disable Device DC 20 Trigger location; Reset manual Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Ettercap Deadfall CR 3Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset repair Effect +10 melee (4d6), multiple targets (all targets in a 10-ft. square). Catapult Snare Trap CR 4Type mechanical; Perception DC 20; Disable Device DC 15 Trigger location; Reset manual Effect hidden snare throws target onto sharpened logs (4d6, impalement); DC 20 Reflex avoids. Electricity Arc Trap CR 4Type mechanical; Perception DC 25; Disable Device DC 20 Trigger touch; Reset none Effect electricity arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30-ft. line) Wall Scythe Trap CR 4Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset automatic reset Effect Atk +20 melee (2d4+6/×4) Falling Block Trap CR 5Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset manual Effect Atk +15 melee (6d6); multiple targets (all targets in a 10-ft. square) Fireball Trap CR 5Type magic; Perception DC 28; Disable Device DC 28 Trigger proximity (alarm); Reset none Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20-ft.-radius burst) Gelatinous Room Trap CR 6 and CR 4Type mechanical; Perception DC 10 and 25; Disable Device DC 20 Trigger touch; Reset manual Effect Atk +20 ranged (6d6 damage); multiple targets (all targets in a 20-ft. line) Effect gelatinous cube (Reflex DC 14 avoids being engulfed) Cost 10,000 gp
This trap is a 10-ft.-by-10-ft. door with a relatively easy to spot trap of flying debris . The idea is to lure intruders into thinking something important is behind the door. However, the only thing behind the door is a 10-ft.-by-10-ft. room containing a gelatinous cube with a large spring-loaded mechanism behind it that forcefully launches it 10 ft. forward, directly into anyone unfortunate enough to be standing in its way.
Flame Strike Trap CR 6Type magic; Perception DC 30; Disable Device DC 30 Trigger proximity (alarm); Reset none Effect spell effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10-ft.-radius cylinder) Iron Flask and Lemure Trap CR 6Type mechanical; Perception DC 20; Disable Device DC 25 Trigger touch (moving the iron flask); Reset none Effect Releases 7 compressed Lemures to immediately attack Wyvern Arrow Trap CR 6Type mechanical; Perception DC 20; Disable Device DC 20 Trigger location; Reset none Effect Atk +15 ranged (1d6 plus wyvern poison/×3) Frost Fangs Trap CR 7Type mechanical; Perception DC 25; Disable Device DC 20 Trigger location; Duration 3 rounds; Reset none Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40-ft.-square chamber) Summon Monster VI Trap CR 7Type magic; Perception DC 31; Disable Device DC 31 Trigger proximity (alarm); Reset none Effect spell effect (summon monster VI, summons 1 Large elemental) Camouflaged Spiked Pit Trap CR 8Type mechanical; Perception DC 25; Disable Device DC 20 Trigger location; Reset manual Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Insanity Mist Trap CR 8Type mechanical; Perception DC 25; Disable Device DC 20 Trigger location; Reset repair Effect poison gas (insanity mist); never miss; onset delay (1 round); multiple targets (all targets in a 10-ft.-by-10-ft. room) Poisoned Quill Trap CR 8Type mechanical; Perception DC 30; Disable Device 23 Trigger touch; Reset repair Effect Atk +15 melee (2d4+2 hp plus blue whinnis poison);
Blue Whinnis Poison The Double Pit Trap CR 8 and CR 8Type mechanical; Perception DC 25; Disable Device DC 20 Trigger location; Reset none Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (atk +15 melee, 1d4 spikes per target for 1d6+5 damage each; DC 20 Reflex avoids); multiple targets (all targets in a 10-ft. square) Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (atk +15 melee, 1d4 spikes per target for 1d6+5 damage each; DC 20 Reflex avoids); multiple targets (all targets in a 20-ft. square) Cost 8,000 gp
Pits are such a commonplace trap in dungeons that many adventurers carry implements solely for climbing out of them. This pit trap, however, has a secondary effect that is triggered when weight (equal to two Medium creatures) is within 5 ft. of the edge of the pit. This causes the hole to collapse wider and potentially spill even more victims into the pit.
Hail of Arrows Trap CR 9Type mechanical; Perception DC 25; Disable Device DC 25 Trigger visual (arcane eye); Reset repair Effect Atk +20 ranged (6d6); multiple targets (all targets in a 20-ft. line) Shocking Floor Trap CR 9Type magic; Perception DC 26; Disable Device DC 26 Trigger proximity (alarm); Duration 1d6 rounds; Reset none Effect spell effect (shocking grasp, Atk +9 melee touch [4d6 electricity damage]); multiple targets (all targets in a 40-ft.-square room) Energy Drain Trap CR 10Type magic; Perception DC 34; Disable Device DC 34 Trigger visual (true seeing); Reset none Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative levels, DC 23 Fortitude negates after 24 hours) Chamber of Blades Trap CR 10Type mechanical; Perception DC 25; Disable Device DC 20 Trigger location; Duration 1d4 rounds; Reset repair Effect Atk +20 melee (3d8+3); multiple targets (all targets in a 20-ft.-square chamber) Weakened Planks Over Pit Trap CR 10Type mechanical; Perception DC 20; Disable Device N/A Trigger location; Reset repair Effect 600 ft. deep pit (20d6); DC 20 Reflex avoids. Cone of Cold Trap CR 11Type magic; Perception DC 30; Disable Device DC 30 Trigger proximity (alarm); Reset none Effect spell effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 60-ft. cone) Poisoned Pit Trap CR 12Type mechanical; Perception DC 25; Disable Device DC 20 Trigger location; Reset manual Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each plus poison [Shadow Essence]); DC 25 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Maximized Fireball Trap CR 13Type magic; Perception DC 31; Disable Device DC 31 Trigger proximity (alarm); Reset none Effect spell effect (fireball, 60 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20-ft.-radius burst) Harm Trap CR 14Type magic; Perception DC 31; Disable Device DC 31 Trigger touch; Reset none Effect spell effect (harm, +6 melee touch, 130 damage, DC 19 Will save for half, cannot be reduced to less than 1 hit point) Crushing Stone Trap CR 15Type mechanical; Perception DC 30; Disable Device DC 20 Trigger location; Reset manual Effect Atk +15 melee (16d6); multiple targets (all targets in a 10-ft. square) The Kitten CR 15Type magical; Perception DC 34; Disable Device DC 34 Trigger location; Reset none Effect spell effect (summon monster IX, summons 1 ice devil); spell effect (veil, disguises ice devil as kitten, +34 to Disguise check) Cost 10,800 gp
The trouble with traps that summon creatures is the tendency for adventurers to simply flee until the spell ends, returning later when the danger has passed. What they don’t expect is for a fluffy white ball of fluffy cuteness to suddenly pop into existence and mew helplessly. Unaware of the disguised devil, many adventurers either ignore or try to help the poor kitten… until it spits out infernal epithets and casts ice spells against them.
Trap Springer’s Nightmare Trap CR 1 and CR 16Type mechanical and magical; Perception DC 10 and 34; Disable Device DC 20 and 34 Trigger location and trap disable; Reset none Effect Atk +15 ranged (1d6+6 damage) Effect spell effect (heightened symbol of death, DC 23 resists); multiple targets (all targets within 60 ft.) Cost 12,000 gp
This trap wipes out novice adventurers and leaves experts waking up in cold sweat with the memories. A simple and almost-impossible-not-to-find javelin trap hides a devastating heightened symbol of death. A single Perception check (DC 34) is enough to find both traps and identify the danger of disabling the first trap.
Empowered Disintegrate Trap CR 16Type magic; Perception DC 33; Disable Device DC 33 Trigger sight (true seeing); Reset none Effect spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%) Lightning Bolt Gallery Trap CR 17Type magic; Perception DC 29; Disable Device DC 29 Trigger proximity (alarm); Duration 1d6 rounds; Reset none Effect spell effect (heightened lighting bolt, 8d6 electricity damage, DC 16 Reflex save for half); multiple targets (all targets in a 60-ft.-square chamber) Deadly Spear Trap CR 18Type mechanical; Perception DC 30; Disable Device DC 30 Trigger sight (true seeing); Reset manual Effect Atk +20 ranged (1d8+6 plus black lotus extract) Meteor Swarm Trap CR 19Type magic; Perception DC 34; Disable Device DC 34 Trigger sight (true seeing); Reset none Effect spell effect (meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6 plus 6d6 fire [–4 save on a hit], DC 23 Reflex save for half fire damage, 18d6 fire damage from other meteors, DC 23 Reflex save for half damage); multiple targets (four targets, no two of which can be more than 40 ft. apart) Destruction Trap CR 20Type magic; Perception DC 34; Disable Device DC 34 Trigger proximity (alarm); Reset none Effect spell effect (heightened destruction, 190 damage, DC 23 Fortitude save reduces damage to 10d6) |



