Xanathars Guide To Everything (DDB Rip)

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crossbows. The crossbows are aimed to fire down the hallway at anyone who disturbs the trip
wire.


Trigger. A creature that walks through the trip wire triggers the trap.


Effect. The trap makes two attacks against the triggering creature. Each attack has a +8 attack
bonus and deals 5 (1d10) piercing damage on a hit. This attack can’t gain advantage or
disadvantage.


Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire. A
successful DC 15 Dexterity check using thieves’ tools disables the trip wire, and a check with a
total of 5 or lower triggers the trap.


Falling Portcullis


Simple trap (level 1–4, moderate threat)


Some folk who build dungeons, such as mad wizards in search of new victims, have no intention
of allowing their visitors to make an easy escape. A falling portcullis trap can be especially
devious if it causes a portcullis to drop some distance away from the pressure plate that activates
the trap. Although the trap is deep in the dungeon, the portcullis closes off the dungeon entrance,
which is hundreds of feet away, meaning that adventurers don’t know they are trapped until they
decide to head for the exit.


Trigger. A creature that steps on the pressure plate triggers the trap.


Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway.


Countermeasures. A successful DC 20 Wisdom (Perception) check reveals the pressure plate. A
successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or
lower triggers the trap.


Fiery Blast


Simple trap (level 5–10, dangerous threat)


The temple of Pyremius, a god of fire, is threatened by thieves who seek to steal the fire opals
displayed there by the priests in tribute to their god. A mosaic on the floor of the entryway to the
inner sanctum delivers a fiery rebuke to intruders.


Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear
holy symbols of Pyremius don’t trigger this trap.


Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each
creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
failed save, or half as much damage on a successful one.

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