Page 122 - Dungeon Master's Guide
P. 122
an effect that changes over time. or otherwi e produce a fiRE - BREATHL"G --..,_~ ~
dynamic challenge. Otherwise, the complex trap can be Magic trap
detected and disabled or bypassed in the usual ways.
This trap is activated when an in- de- tep on a
For example, a trap that causes a room to slowly
hidden pressure plate, relea ina a magical gout of flame
flood works best as a complex trap. On the trap's turn,
from a nearby statue. The statue can be of anything,
the water level rises. After several rounds, the room is
including a dragon or a wizard casting a spell.
completely flooded.
The DC is 15 to spot the pressure plate, as well as
faint scorch marks on the floor and walls. A spell or
SAMPLE TRAPS
other effect that can sense the presence of magic, such
The magical and mechanical traps presented here vary as detect magic, reveals an aura of evocation magic
in deadliness and are presented in alphabetical order. around the statue.
The trap activates when more than 20 pounds of
COLLAPSING ROOF
weight is placed on the pressure plate, causing the
Mechanical trap statue to release a 30-foot cone of fire. Each creature
This trap uses a trip wire to collapse the supports in the fire must make a DC 13 Dexterity saving throw,
keeping an unstable section of a ceiling in place. taking 22 (4d10) fire damage on a failed save, or half as
The trip wire is 3 inches off the ground and stretches much damage on a successful one.
between two support beams. The DC to spot the trip Wedging an iron spike or other object under the
wire is 10. A successful DC 15 Dexterity check using pressure plate prevents the trap from activating. A
thieves' tools disables the trip wire harmlessly. A successful dispel magic (DC 13) cast on the statue
character without thieves' tools can attempt this check destroys the trap.
with disadvantage using any edged weapon or edged
tool. On a failed check, the trap triggers. PITS
Anyone who inspects the beams can easily determine Mechanical trap
that they are merely wedged in place. As an action, Four basic pit traps are presented here.
a character can knock over a beam, causing the trap Simple Pit. A simple pit trap is a hole dug in the
to trigger. ground. The hole is covered by a large cloth anchored on
The ceiling above the trip wire is in bad repair, the pit's edge and camouflaged with dirt and debris.
and anyone who can see it can tell that it's in danger The DC to spot the pit is 10. Anyone stepping on the
of collapse. cloth falls through and pulls the cloth down into the pit,
When the trap is triggered, the unstable ceiling taking damage based on the pit's depth (usually 10 feet,
collapses. Any creature in the area beneath the unstable but some pits are deeper).
section must succeed on a DC 15 Dexterity saving Hidden Pit. This pit has a cover constructed from
throw, taking 22 (4d10) bludgeoning damage on a failed material identical to the floor around it.
save, or half as much damage on a successful one. Once A successful DC 15 Wisdom (Perception) check
the trap is \riggered, the floor of the area is filled with discerns an absence of foot traffic over the section
rubble and becomes difficult terrain. of floor that forms the pit's cover. A successful DC
FALLING ~~T 15 Intelligence (Investigation) check is necessary to
Mechanical trap confirm that the trapped section of floor is actually the
cover of a pit.
This trap uses\ trip wire to release a net suspended When a creature steps on the cover, it swings open
from the ceiling\ . like a trapdoor, causing the intruder to spill into the
The trip wire,is'J~nches off the ground and stretches pit below. The pit is usually 10 or 20 feet deep but can
between two column~r trees. The net is hidden by be deeper.
cobwebs or foliage. The IJC to spot the trip wire and net Once the pit trap is detected, an iron spike or similar
is 10. A successful DC 15 D~~rity check using thieves' object can be wedged between the pit's cover and the
tools breaks the trip wire harmlessly. A character surrounding floor in such a way as to prevent the cover
without thieves' tools can attem~ this check with from opening, thereby making it safe to cross. The cover
disadvantage using any edged wea!'lon or edged tool. On can also be magically held shut using the arcane lock
a failed check, the trap triggers. spell or similar magic.
When the trap is triggered, the net is released, Locking Pit. This pit trap is identical to a hidden pit
covering a 10-foot-square area. Those in the area are trap, with one key exception: the trap door that covers
trapped under the net and restrained, and those that fail the pit is spring-loaded. After a creature falls into the pit,
a DC 10 Strength saving throw are also knocked prone. the cover snaps shut to trap its victim inside.
A creature can use its action to make a DC 10 Strength A successful DC 20 Strength check is necessary to
check, freeing itself or another creature within its reach pry the cover open. The cover can also be smashed open
on a success. The net has AC 10 and 20 hit points. (determine the cover's statistics using the guidelines
Dealing 5 slashing damage to the net (AC 10) destroys a in chapter 8). A character in the pit can also attempt to
5-foot-square section of it, freeing any creature trapped disable the spring mechanism from the inside with a DC
in that section.
CHAPTER 5 \ ADVENTURE ENVIRONMENTS