5/5/2023 0 Comments Dnd pitfall trap![]() Disarming them takes Sleight of Hand (DC 8, but takes an action) Sometimes the traps will have nothing really terrible on them, but have just enough really inconvenient ones where your party becomes extra cautious.Ĭombine the above with ranged attackers, or fleeing elves, or fleeing elves taking potshots. Moving past a tripwire that has been spotted requires an Athletics/Acrobatics check. All sorts of fun effects attached to these: insect swarms that obscure vision, bog standard spikes/swinging heavy things/blowdarts, etc. ![]() Tripwires: Require Passive Perception of 15 to spot, or an active Perception check of 10. The entire room is difficult terrain, and taking a move action requires a Acro/Athl check (DC 10), or the creature's speed becomes 0 for the round. "Sticky" room: The floor of the room is covered in a sticky substance. a DC 14 Wisdom (Perception) check reveals the presence of this scent and a DC 12 Intelligence (Nature) check can remove it without incident. Those touching it must make a DC 10 Constitution saving throw or be poisoned for 1 hour.īait dump: Moving through this area coats you with a scent that makes you enticing to certain predators, most commonly big cats, wolves, bears or scavengers like carrion crawlers. Poisonous Plant: A wall, bramble or other surface is coated in a poisonous substance. You can attempt a DC 10 Dexterity saving throw for half damage. Swinging Log/Rock: DC 10 Wisdom (Perception) check to spot, strikes all in its path for 2d6 bludgeoning damage once triggered. You need a DC 10 (Athletics) check to climb out, which uses half your movement. Failure means you fall into the pit trap and take 1d6 fall damage. Pit Trap: DC 10 Widsom (Perception) check to spot, and a dexterity saving throw DC 12) to avoid falling in. Failure means you are upended and suspended from the rope, taking 1d6 damage from the fall if cut down. Rope Snare: DC 10 Wisdom (Perception) check to spot, and a Dexterity saving throw (DC 12) to avoid getting caught in it. You can notice it with a DC 10 Wisdom (Perception) check to avoid it and it can be broken out of with a DC 15 Strength check that requires an action. Door Snare: When you step in it, your foot goes through the one-say doors.
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