All Traps
Collapsing Roof
This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves’ tools disables the trip...
Read More →Falling Net
This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves’...
Read More →Fire-Breathing Statue
This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and...
Read More →Pit (Hidden)
This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm...
Read More →Pit (Locking)
This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-‐‑loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The cover can...
Read More →Pit (Simple)
A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit’s edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit’s...
Read More →Pit (Spiked)
This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case,...
Read More →Poison Darts
When a creature steps on a hidden pressure plate, poison-‐‑tipped darts shoot from spring-‐‑loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. The tiny holes in the walls are obscured...
Read More →Poison Needle
A poisoned needle is hidden within a treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock....
Read More →Rolling Sphere
When 20 or more pounds of pressure are placed on this trap’s pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-‐‑foot-‐‑diameter rolling sphere of solid stone. With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search...
Read More →Sphere of Annihilation
Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. A successful DC 20...
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