Page 119 - Xanathar's Guide To Everything
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COMPLEX TRAPS RUNNING A COMPLEX TRAP
A complex trap poses multiple dangers to adventurers. A complex trap functions in play much like a legendary
monster. When it is activated, the trap’s active elements
After a complex trap activates, it remains dangerous act according to its initiative. On each of its initiative
round after round until the characters avoid it or disable counts, after all creatures with that same initiative count
it. Some complex traps become more dangerous over have acted, the traps features activate. Apply the effects
time, as they accumulate power or gain speed. detailed in the trap’s description.
Complex traps are. also more difficult to disable than After resolving the effects of the traps active elements,
simple ones. A single check is not enough. Instead, a se- check its dynamic elements to see if anything changes
ries of checks is required to slowly disengage the trap’s about the trap. Many complex traps have effects that
components. The trap’s effect degrades with each sucn vary during an encounter. A magical aura might do more
cessful check until the characters finally deactivate it. damage the longer it is active, or a swinging blade might
Most complex traps are designed so that they can be change which area of a chamber it attacks.
disarmed only by someone who is exposed to the traps The trap’s constant elements allow it to have effects
effect. For example, the mechanism that controls a hall— when it isn’t the trap’s turn. At the end of each creature’s
way filled with scything blades is on the Opposite end turn, look at the traps constant elements to see if any of
from the entrance, or a statue that bathes an area in ne- their effects are triggered.
crotic energy can be disabled only by someone standing
in the affected area. EXPERIENCE FOR COMPLEX TRAPS
Overcoming a complex trap merits an experience point
DESCRIBING A COMPLEX TRAP award, depending on the danger it poses. Judging
A complex trap has all the elements of a simple trap, whether a party has overcome a trap requires some
plus special characteristics that make the trap a more amount of adjudication. As a rule of thumb, if the char-
dynamic threat. acters disable a complex trap or are exposed to its ef-
Level and Threat. A complex trap uses the same level fects and survive, award them experience points for the
and severity designations that a simple trap does. effort according to the table below.
Trigger. Just like a simple trap, a complex trap has a
trigger. Some complex traps have multiple triggers. COMPLEX TRAP EXPERIENCE AWARDS
Initiative. A complex trap takes turns as a creature
does, because it functions over a period of time. This Trap Level Experience Points
part of a trap's description tells whether the trap is slow 1—4 650
(acts on initiative count 10), fast (acts on initiative (:0t 5—10 3,850
20), or very fast (acts on initiative count 20 and also ini- 11—1 6 11 ,100
tiative count 10). A trap always acts after creatures that 17—20 21 .500
have the same initiative count.
Active Elements. On a trap’s turn, it produces specific EXAMPLE COMPLEX TRAPS
effects that are detailed in this part of its description.
The trap might have multiple active elements, a table The following complex traps can be used to challenge
you roll on to determine its effect at random, or options characters or to inspire your own creations.
for you to choose from.
Dynamic Elements. A dynamic element is a threat PATH OF BLADES
that arises or evolves while the trap functions. Usually, Complex trap (level 1—4, dangerous threat)
changes involving dramatic elements take effect at the Hidden within a buried pyramid that marks the location
end of each of the trap’s turns or in response to the char of the Lost City of Cynidicea is the tomb of King Alexan-
acters' actions. der and Queen Zenobia. The entrance to their tomb is a
Constant Eiements. A complex trap poses a threat long hallway riddled with traps, accessible only by cun-
even when it is not taking its turn. The constant ele— ningly hidden secret doors. The hallway is 20 feet wide
ments describe how these parts of the trap function. and 160 feet long. It is mostly clear. After 80 feet, the
Most make an attack or force a saving throw against any floor is broken and cracked, becoming difficult terrain
creature that ends its turn within a certain area. until the 130—foot mark.
Countermeasures. A trap can be defeated in a variety Trigger. This trap activates as soon as a non-undead
of ways. A trap’s description details the checks or spells creature enters the hallway, and it remains active while
that can detect or disable it. It also specifies what hap— any non-undead creature is within the hall.
pens, if anything, on a failed attempt to disable it. Initiative. The trap acts on initiative count 20 and ini-
Disabling a complex trap is like disarming a simple tiative count 10.
trap, except that a complex trap requires more checks. Active Elements. The Path of Blades includes a set of
It typically takes three successful checks to disable whirling blades along the first 80 feet of the trap, crush-
one of a complex trap’s elements. Many of these traps ing pillars that slam down from the ceiling to the fJOOr
have multiple elements, requiring a lot of work to shut before rising back up to the ceiling in the next 50 feet,
down every part of the trap. Usually, a successful check and a rune of fear in its final 30 feet.
reduces a trap element's effectiveness even if it doesn’t Whirling Blades (Initiative 20). The blades attack
disable the trap. each creature in the first 80 feet of the hallway, with

