Dungeon Traps
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.
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.
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).