Dungeon Traps

Hidden Trap!

When a creature has direct visual on the area and is paying attention. DC 18 Perception to spot it and halt movement, otherwise DEX save.

  • 1-8.

    2d6 bludgeoning, fall 20ft and Prone. On crit: Lame until healed. DC 16 STR with DIS while climbing to upgrade result.

  • 9-15.

    Restrained between the side and the tilting part, 2d12 bludgeoning and DC 12 STR save to upgrade result. Repeat at the start of the creature's turn.

  • 16+.

    Leap back harmlessly.

Disable. DC 15 Investigation OR stand on the adjacent, seemingly broken plate (lever).

Climb. It is Slowed Terrain.

remixed from Acid Pit
Hidden Trap!

When a creature is planning to running jump over it, DC 18 Perception to spot it and halt movement, otherwise DEX save.

  • 1-5.

    1d6 bludgeoning, then 3d6 piercing and Slowed until healed. After every attempt to get out, 2d6 piercing.

  • 6-11.

    1d6 bludgeoning, then 2d6 piercing. After every attempt to get out, 1d6 piercing.

  • 12+.

    1d6 bludgeoning, land on the other side.

remixed from Tilting Floor
Lvl 5
Hidden Trap!

When a creature is adjacent to the pit or pay attention to the floor. DC 14 Perception to spot it and halt movement, otherwise DEX save.

  • 1-6.

    8d4 acid, Vicious, on dmg: 1 Wound, 2 to all weapons and armor. Repeat at the end of every round with +1W and ADV on dmg, until the creature started their turn outside the pit.

  • 7-12.

    4d4 acid, Vicious, on dmg: 1 Wound. Repeat at the end of every round with +1W and ADV on dmg, until the creature started their turn outside the pit.

  • 13.

    Fall Prone to either side and use up all movement and actions.

  • 14+.

    Leap to either side harmlessly.

Disable. DC 15 Investigation OR search the back of the left sarcophagus (lever).

remixed from Toxic Fumes by SSanityWithIn