Page 122 - Dungeon Master's Guide
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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
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