When an enemy moves adjacent to you or an ally, they trigger one of your traps! (1/encounter each).
Deal 5d4 damage (doesn’t miss). Half as much to ALL adjacent creatures.
Restrained (escape DC 10).
- Throw Scorpion (2x) (Range 8).
1d4+2
Allies who hear your clanging, roll 1 additional die whenever they attack.
gain medium armour
- • Staff.
1d8+3. DC 13 Strength Save or be restrained
- • Acid Goblet.
3d6. DC 13 Dex Save
- • Shed Slime.
slime covers 4 squares - A creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 11 DEX save or fall Prone. The slime dries after 1 minute.