Xanathar's Guide to Everything PDF

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MAKING TRAPS MEANINGFUL
If you want to improve the chance that the characters will
come up against the t ra ps you've set for them in an en-
counter or an adventure, it can be tempting to use a large
number of traps. Doing so ensures that the characters will
have to deal with at least one or two of them, but i t's bette r
to fight that urge.
If your encounters or adventures are sown with too
many traps, and if the characters are victimized over and
over again as a result, they a re likely to take steps to pre-
vent further bad th ings from happening. Because of their
recent experience, the characters can become overly cau-
tious, and you run the risk of the action grinding to a halt
as the players search every square inch of the dungeon for
trip wires and pressure plates.
Traps are most effective when their presence comes as a
s urprise, not when they appear so often that the characters
spend all t heir effort watching out for the next o ne.

Simple Traps

The following simple traps can be used to populate your
adventures o r as models for your own creations.


BEAR TRAP
Simple trap (level 1- 4, dangerous threat)


A bear trap resembles a set of iron jaws that springs
shut when s teppe d on, clamping dow n on a creature's
leg. The trap is spike d in the ground , leaving the victim
immobilized.
Trigger. A creature that steps on the bear trap
triggers it.
Effect. T he trap makes a n attack against the trigger-
ing creature. The attack has a +8 attack bonus and deals
5 (ldlO) piercin g damage on a hit. This attack can't gain
advantage or disadvantage. A creature hit by the trap
has its speed reduced to 0. It can't move until it breaks
free of the trap, whic h requires a successful DC 15
Strength check by the creature or another c reature adja-
cent to the trap.
Countermeasures. A successful DC 10 Wisdom
(Perception) check reveals the trap. A successful DC 10
Dexterity check us ing thieves' tools disables it.


CROSSBOW TRAP
Simple trap (Je vel l-4, dangerous threat)


The crossbow trap is a favorite of kobolds and other
creatures that re ly on traps to defend their lairs. It
consists of a trip wire strung across a hallway and con-
nected to a pair of hidde n heavy crossbows. The cross-
bows are aimed to fire down the hallway at a nyone who
disturbs the trip wire.
Trigger. A c reature that walks through the trip wire
triggers the trap.
Effect. The trap m a kes two attacks against the trig-
gering creature. Each attac k has a +8 attack bonus and
deals 5 (ldlO) pie rc ing da mage on a hit. This attack
can't gain advantage or disadvantage.
Countermeasures. A s uccessfu l DC 15 Wisdom
(Perception) c heck reveals the trip wire. A s uccessful
DC 15 Dexte rity check using thieves' tools disables the
trip wire, and a check with a total of 5 or lower trig-
gers the trap.


CHAPTER 2 I DUNGEON MASTER' S TOOLS

FALLING PORTCULLIS
Simple trap (Je vel 1- 4, moderate threat)
Some folk who build dungeons, s uch as mad wizards
in search of new victims, h ave no intention of a llowing
their vis itors to m a ke an easy escape. A fa lling portcullis
trap can be especially devious ii it causes a portc ullis
to drop som e distance away from the pressure plate
that activates the trap. Although the trap is deep in the
dungeon, the p ortc ullis closes off the dungeon entra nce,
which is hundre d s of feet away, meaning that adventur-
e rs don 't know they a re trapped until they decide to head
for the exit.
Trigger. A creature that s teps on the pressure pl a te
triggers the trap.
Effect. An iron portc ullis drops from the ceiling ,
blocking an exit or a passageway.
Countermeasures. A successful DC 20 Wisdom (Per-
ception) check reveals the p ressure plate. A successful
DC 20 Dexterity check us ing thieves' tools disables it,
and a check w ith a tota l of 5 or lower triggers the tra p.

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 opa ls dis played the re
by the priests in tribute to thei r god. A mosaic o n the
floor of the entryway to the inne r sanctum delivers a
fiery rebuke to intruders.
Trigger. Anyone who steps o n 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 pres-
sure plate and the area around it. Each creature in the
area must make a D C 15 Dexterity saving throw, taking
24 (7d6) fire damage on a failed save, or ha lf as much
damage on a s uccessful one.
Countermeasures. A s uccessful D C 15 Wisdom
(Perception) check reveals the presence of ash and faint
burn marks in the a rea affected by this trap. A success-
ful DC 15 Intelligence (Religion) check e nables a crea-
ture to destroy the tra p by d efacing a key rune on the
perimeter of the mosaic that is withi n reach; failing this
check causes the trap to activate. A s uccessfu l dispel
magic (DC 15 ) cast on the runes destroys the trap.

NET TRAP
Simple trap (level l-4, dangerous threat)
Goblins, with their prope ns ity to e ns lave their enemies,
prefe r traps that leave intruders intact so the vic tims can
be put to work in the mines or elsewher e.
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