Spinning Blades Pit Trap CR 8
Set to fall one round after the first creature steps on it, the spinning blades pit trap is particularly deadly. First, the delay gives the trap time for multiple targets to be in range of the floor falling out from underneath the creatures. The fall causes some damage, but the real danger in this trap are the spinning blades. Each round the creature is in the trap, the blades get to make an attack roll. A successful Disable Device check (DC 25) on the center spinner will stop the attacks. Breaking the spinner (Break DC 28, Hardness 8, hp 30) will also stop the attacks.
Trap cost: 8,000 gp. Construction DC: Craft (traps) 25.
Type mechanical; Perception DC 25; Disable Device DC 25
Trigger location; Reset repair
Effect 40-ft.-deep pit (4d6 falling damage); spinning blades (Atk +15 melee, 6d6 damage); onset delay (1 round), DC 25 Reflex avoids; multiple targets (all targets in a 20-ft.-square area)
Riyal’s Research: Traps. Copyright 2012, Jon Brazer Enterprises. Author: Dale C. McCoy, Jr..