Page 116 - Xanathar's Guide To Everything
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Trigger. A trip wire strung across a hallway is rigged SCYTHING BLADE
} to a large net. If the trip wire is broken, the net falls on Simple trap (level 5—10, dangerous threat)
intruders. An iron bell is also rigged to the trip wire. It This trap uses moving blades that sweep down through
rings when the trap activates, alerting nearby guards. a chamber, threatening anyone nearby. Typically, a
Efi'ect. A net covering a 10-foot~by—lO-foot area cen- scything blade trap is activated by manipulating a lever
tered on the trip wire falls to the floor as a bell rings. or some other simple device. Kobolds especially like this
Any creature fully within this area must succeed on a kind of trap, since it can take down bigger creatures.
DC 15 Dexterity saving throw or be restrained. A crea- Trigger. When the lever is pulled, the trap activates.
ture can use its action to make a DC 10 Strength check Effect. Each Medium or larger creature in a 5—foot—
to try to free itself or another creature in the net. Deal- wide, 20-foot-long area must make a DC 15 Dexterity
ing 5 slashing damage to the net (AC 10, 20 hp) also saving throw, taking 14 (4d6) slashing damage on a
frees a creature without harming the creature. failed save, or half as much damage on a successful one.
Countermeasures. A successful DC 15 Wisdom (Per- Countermeasures. The lever isn’t hidden. A success-
ception) check reveals the trip wire and the net. A suc— ful DC 15 Wisdom (Perception) check involving the
cessful DC 15 Dexterity check using thieves’ tools dis- surfaces in the trap’s area of effect reveals scrape marks
ables the trip wire without causing the net to drop or the and bloodstains on the walls and floor. A successful
bell to ring; failing the check causes the trap to activate. DC 15 Dexterity check using thieves’ tools disables ,
PIT TRAP the lever. i
Simple trap (level 1—4, moderate threat) SLEEP or AGES j
The simplest of pit traps consists of a lO-foot—deep hole Simple trap (level 11—16, deadly threat)
in the floor, concealed by tattered canvas that’s covered When a sleep of ages trap activates, a pressure plate .
with leaves and dirt to look like solid ground. This type unleashes a spell that threatens to send intruders into a
of trap is useful for blocking off the entrance to a mon- deep slumber. The dungeon’s guardians can then more
ster lair, and usually has narrow ledges along its sides to easily dispose of the sleepers.
allow for movement around it. Trigger. Stepping on the pressure plate triggers
Trigger. Anyone who steps on the canvas might fall this trap.
into the pit. Effect. When activated, this trap casts a sleep spell
Effect. The triggering creature must make a DC 10 centered on the pressure plate, using a 9th-level
Dexterity saving throw. On a successful save, the crea- spell slot.
ture catches itself on the pit’s edge or instinctively steps Countermeasures. A successful DC 20 Wisdom (Per-
back. On a failed save, the creature falls into the pit and ception) check reveals the pressure plate. A successful
takes 3 (M6) bludgeoning damage from the fall. DC 20 Intelligence (Arcana) check made within 5 feet of
Countermeasures. A successful DC 10 Wisdom (Pera the pressure plate disables the trap, and a check with a
ception) check reveals the presence of the canvas and total of 10 or lower triggers it. A successful dispel magic
the 1-foot—wide ledge around the edges of the pit where it (DC 19) cast on the pressure plate destroys the trap.
is safe to travel.
DESIGNING SIMPLE TRAPS
POISON NEEDLE
Simple trap (level 1—4, deadly threat) You can create your own simple traps by using the fol-
A tiny, poisoned needle hidden in a lock is a good way lowing guidelines. You can also adapt the example traps
for different levels and severity of threat by modifying
to discourage thieves from plundering a hoard. Such their DCs and damage values as shown below.
a trap is usually put in a chest or in the door to a trea—
sure chamber. PU RPOSE
Trigger. Anyone attempting to pick or open the lock Before diving into the details of your trap, think about
triggers the trap. its reason for being. Why would someone build such a
Effect. The triggering creature must make a DC 20 trap? What is its purpose? Consider the traps creator (in
Constitution saving throw. On a failed save, the creature the adventure), the creator’s purpose, and the location
takes 14 (4d6) poison damage and is poisoned for 10 the trap protects. Traps have context in the world—they
minutes. While poisoned in this way, the creature is par- aren’t created for no reason—and that context drives the
alyzed. On a successful save, the creature takes half as trap’s nature and effects.
much damage and isn’t poisoned. Described below are a few of the general purposes a
Countermeasures. A successful DC 20 Wisdom (Per- trap might have. Use them to inspire the creation of your
ception) check reveals the needle, but only if a character own traps.
inspects the look. A successful DC 20 Dexterity check Alarm. An alarm trap is designed to alert an area’s
using thieves’ tools disables the needle, and a check occupants of intruders. It might cause a bell or a gong
with a total of 10 or lower triggers the trap. to sound. This type of trap rarely involves a saving -.
throw, because the alarm can’t be avoided when the _. 'i
trap goes off. "
Delay. Some traps are designed to slow down ene-
mies, giving a dungeon’s inhabitants time to mount a

