1 | Basic Arrow Trap | 1 | mechanical | proximity | manual | 20 | 20 | 2,000 gp | Atk +10 ranged (1d6/x3, arrow) |
2 | Camouflaged Pit Trap | 1 | mechanical | location | manual | 24 | 20 | 1,800 gp | DC 20 Reflex save avoids, 10 ft. deep (1d6, fall) |
3 | Deeper Pit Trap | 1 | mechanical | location | manual | 20 | 23 | 1,300 gp | hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares) |
4 | Fusillade of Darts | 1 | mechanical | location | manual | 14 | 20 | 500 gp | Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares) |
5 | Poison Dart Trap | 1 | mechanical | location | manual | 20 | 18 | 700 gp | Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis) |
6 | Poison Needle Trap | 1 | mechanical | touch | manual | 22 | 20 | 1,300 gp | Atk +8 ranged (1 plus greenblood oil poison) |
7 | Portcullis Trap | 1 | mechanical | location | manual | 20 | 20 | 1,400 gp | Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway |
8 | Razor-Wire across Hallway | 1 | mechanical | location | no reset | 22 | 15 | 400 gp | Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares) |
9 | Rolling Rock Trap | 1 | mechanical | location | manual | 20 | 22 | 1,400 gp | Atk +10 melee (2d6, rock) |
10 | Scything Blade Trap | 1 | mechanical | location | automatic | 21 | 20 | 1,700 gp | Atk +8 melee (1d8/x3) |
11 | Spear Trap | 1 | mechanical | location | manual | 20 | 20 | 1,200 gp | Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path |
12 | Swinging Block Trap | 1 | mechanical | touch | manual | 20 | 20 | 500 gp | Atk +5 melee (4d6, stone block) |
13 | Wall Blade Trap | 1 | mechanical | touch | automatic | 22 | 22 | 2,500 gp | hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe) |
14 | Box of Brown Mold | 2 | mechanical | touch (opening the box) | automatic | 22 | 16 | 3,000 gp | 5-ft. cold aura (3d6, cold nonlethal) |
15 | Bricks from Ceiling | 2 | mechanical | touch | repair reset | 20 | 20 | 2,400 gp | Atk +12 melee (2d6, bricks), multiple targets (all targets in two adjacent 5-ft. squares) |
16 | Burning Hands Trap | 2 | magic device | proximity (alarm) | automatic | 26 | 26 | 500 gp, 40 XP | spell effect (burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half damage) |
17 | Camouflaged Pit Trap | 2 | mechanical | location | manual | 24 | 19 | 3,400 gp | DC 20 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares) |
18 | Inflict Light Wounds Trap | 2 | magic device | touch | automatic | 26 | 26 | 500 gp, 40 XP | spell effect (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage) |
19 | Javelin Trap | 2 | mechanical | location | manual | 20 | 18 | 4,800 gp | Atk +16 ranged (1d6+4, javelin) |
20 | Large Net Trap | 2 | mechanical | location | manual | 20 | 25 | 3,000 gp | Atk +5 melee (see note). Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save |
21 | Pit Trap | 2 | mechanical | location | manual | 20 | 20 | 2,000 gp | DC 20 Reflex save avoids, 40 ft. deep (4d6, fall) |
22 | Poison Needle Trap | 2 | mechanical | touch | repair reset | 22 | 17 | 4,720 gp | lock bypass (Open Lock DC 30), Atk +17 melee (1 plus poison, needle), poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness) |
23 | Spiked Pit Trap | 2 | mechanical | location | automatic | 18 | 15 | 1,600 gp | DC 20 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares), pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) |
24 | Tripping Chain | 2 | mechanical | location | automatic | 15 | 18 | 3,800 gp | Note: This trap is really one CR 1 trap that trips and a second CR 1 trap that attacks with a spiked chain. If the tripping attack succeeds, a +4 bonus applies to the spiked chain attack because the opponent is prone, multiple traps (tripping and melee attack), Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain) |
25 | Well-Camouflaged Pit Trap | 2 | mechanical | location | repair reset | 27 | 20 | 4,400 gp | DC 20 Reflex save avoids, 10 ft. deep (1d6, fall) |
26 | Burning Hands Trap | 3 | magic device | proximity (alarm) | automatic | 26 | 26 | 2,500 gp, 200 XP | spell effect (burning hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half damage) |
27 | Camouflaged Pit Trap | 3 | mechanical | location | manual | 24 | 18 | 4,800 gp | DC 20 Reflex save avoids, 30 ft. deep (3d6, fall), multiple targets (first target in each of two adjacent squares) |
28 | Ceiling Pendulum | 3 | mechanical | timed | automatic | 15 | 27 | 14,100 gp | Atk +15 melee (1d12+8/x3, greataxe) |
29 | Fire Trap | 3 | spell | spell | no reset | 27 | 27 | 85 gp to hire NPC spellcaster | spell effect (fire trap, 3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage) |
30 | Extended Bane Trap | 3 | magic device | proximity (detect good) | automatic | 27 | 27 | 3,500 gp, 280 XP | spell effect (extended bane, 3rd-level cleric, DC 13 Will save negates) |
31 | Ghoul Touch Trap | 3 | magic device | touch | automatic | 27 | 27 | 3,000 gp, 240 XP | spell effect (ghoul touch, 3rd-level wizard, DC 13 Fortitude save negates) |
32 | Hail of Needles | 3 | mechanical | location | manual | 22 | 22 | 5,400 gp | Atk +20 ranged (2d4) |
33 | Acid Arrow Trap | 3 | magic device | proximity (alarm) | automatic | 27 | 27 | 3,000 gp, 240 XP | Atk +2 ranged touch, spell effect (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds) |
34 | Pit Trap | 3 | mechanical | location | manual | 20 | 20 | 3,000 gp | DC 20 Reflex save avoids, 60 ft. deep (6d6, fall) |
35 | Poisoned Arrow Trap | 3 | mechanical | touch | manual | 19 | 15 | 2,900 gp | lock bypass (Open Lock DC 30), Atk +12 ranged (1d8 plus poison, arrow), poison (Large monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con) |
36 | Spiked Pit Trap | 3 | mechanical | location | manual | 21 | 20 | 3,600 gp | DC 20 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares), pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) |
37 | Stone Blocks from Ceiling | 3 | mechanical | location | repair reset | 25 | 20 | 5,400 gp | Atk +10 melee (4d6, stone blocks) |
38 | Bestow Curse Trap | 4 | magic device | touch (detect chaos) | automatic | 28 | 28 | 8,000 gp, 640 XP | spell effect (bestow curse, 5th-level cleric, DC 14 Will save negates) |
39 | Camouflaged Pit Trap | 4 | mechanical | location | manual | 25 | 17 | 6,800 gp | DC 20 Reflex save avoids, 40 ft. deep (4d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares) |
40 | Collapsing Column | 4 | mechanical | touch (attached) | no reset | 20 | 24 | 8,800 gp | Atk +15 melee (6d6, stone blocks) |
41 | Glyph of Warding (Blast) | 4 | spell | spell | no reset | 28 | 28 | 350 gp to hire NPC spellcaster | spell effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage), multiple targets (all targets within 5 ft.) |
42 | Lightning Bolt Trap | 4 | magic device | proximity (alarm) | automatic | 28 | 28 | 7,500 gp, 600 XP | spell effect (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage) |
43 | Pit Trap | 4 | mechanical | location | manual | 20 | 20 | 4,000 gp | DC 20 Reflex save avoids, 80 ft. deep (8d6, fall) |
44 | Poisoned Dart Trap | 4 | mechanical | location | manual | 21 | 22 | 12,090 gp | Atk +15 ranged (1d4+4 plus poison, dart), multiple targets (1 dart per target in a 10-ft.-by-10-ft. area), poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex) |
45 | Sepia Snake Sigil Trap | 4 | spell | spell | no reset | 28 | 28 | 650 gp to hire NPC spellcaster | spell effect (sepia snake sigil, 5th-level wizard, DC 14 Reflex save negates) |
46 | Spiked Pit Trap | 4 | mechanical | location | automatic | 20 | 20 | 4,000 gp | DC 20 Reflex save avoids, 60 ft. deep (6d6, fall), pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each) |
47 | Wall Scythe Trap | 4 | mechanical | location | automatic | 21 | 18 | 17,200 gp | Atk +20 melee (2d4+8/x4, scythe) |
48 | Water-Filled Room Trap | 4 | mechanical | location | automatic | 17 | 23 | 11,200 gp | multiple targets (all targets in a 10-ft.-by-10-ft. room), never miss, onset delay (5 rounds), liquid |
49 | Wide-Mouth Spiked Pit Trap | 4 | mechanical | location | manual | 18 | 25 | 7,200 gp | DC 20 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares), pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) |
50 | Camouflaged Pit Trap | 5 | mechanical | location | manual | 25 | 17 | 8,500 gp | DC 20 Reflex save avoids, 50 ft. deep (5d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares) |
51 | Doorknob Smeared with Contact Poison | 5 | mechanical | touch (attached) | manual | 25 | 19 | 9,650 gp | poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con) |
52 | Falling Block Trap | 5 | mechanical | location | manual | 20 | 25 | 15,000 gp | Atk +15 melee (6d6), multiple targets (can strike all characters in two adjacent specified squares) |
53 | Fire Trap | 5 | spell | spell | no reset | 29 | 29 | 305 gp to hire NPC spellcaster | spell effect (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage) |
54 | Fireball Trap | 5 | magic device | touch | automatic | 28 | 28 | 12,000 gp, 960 XP | spell effect (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save half damage) |
55 | Flooding Room Trap | 5 | mechanical | proximity | automatic | 20 | 25 | 17,500 gp | no attack roll necessary (see note below). Note: Room floods in 4 rounds |
56 | Fusillade of Darts | 5 | mechanical | location | manual | 19 | 25 | 18,000 gp | Atk +18 ranged (1d4+1, dart), multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area) |
57 | Moving Executioner Statue | 5 | mechanical | location | automatic | 25 | 18 | 22,500 gp | hidden switch bypass (25), Atk +16 melee (1d12+8/x3, greataxe), multiple targets (both arms attack) |
58 | Phantasmal Killer Trap | 5 | magic device | proximity (alarm covering the entir | automatic | 29 | 29 | 14,000 gp, 1,120 XP | spell effect (phantasmal killer, 7th-level wizard, DC 16 Will save for disbelief and DC 16 Fort save for partial effect) |
59 | Pit Trap | 5 | mechanical | location | manual | 20 | 20 | 5,000 gp | DC 20 Reflex save avoids, 100 ft. deep (10d6, fall) |
60 | Poison Wall Spikes | 5 | mechanical | location | manual | 17 | 21 | 12,650 gp | Atk +16 melee (1d8+4 plus poison, spike), multiple targets (closest target in each of two adjacent 5-ft. squares), poison (Medium monstrous spider venom, DC 12 Fortitude save resists, 1d4 Str/1d4 Str) |
61 | Spiked Pit Trap | 5 | mechanical | location | manual | 21 | 20 | 13,500 gp | DC 25 Reflex save avoids, 40 ft. deep (4d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares), pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each) |
62 | Spiked Pit Trap (80 Ft. Deep) | 5 | mechanical | location | manual | 20 | 20 | 5,000 gp | DC 20 Reflex save avoids, 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each) |
63 | Ungol Dust Vapor Trap | 5 | mechanical | location | manual | 20 | 16 | 9,000 gp | gas, multiple targets (all targets in a 10-ft.-by-10-ft. room), never miss, onset delay (2 rounds), poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain) |
64 | Built-to-Collapse Wall | 6 | mechanical | proximity | no reset | 14 | 16 | 15,000 gp | Atk +20 melee (8d6, stone blocks), multiple targets (all targets in a 10-ft.-by-10-ft. area) |
65 | Compacting Room | 6 | mechanical | timed | automatic | 20 | 22 | 25,200 gp | hidden switch bypass (25), walls move together (12d6, crush), multiple targets (all targets in a 10-ft.-by- 10-ft. room), never miss, onset delay (4 rounds) |
66 | Flame Strike Trap | 6 | magic device | proximity (detect magic) | automatic | 30 | 30 | 22,750 gp, 1,820 XP | spell effect (flame strike, 9th-level cleric, 9d6 fire, DC 17 Reflex save half damage) |
67 | Fusillade of Spears | 6 | mechanical | proximity | repair reset | 26 | 20 | 31,200 gp | Atk +21 ranged (1d8, spear), multiple targets (1d6 spears per target in a 10 ft.-by-10-ft. area) |
68 | Glyph of Warding (Blast) | 6 | spell | spell | no reset | 28 | 28 | 680 gp to hire NPC spellcaster | spell effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex save half damage), multiple targets (all targets within 5 ft.) |
69 | Lightning Bolt Trap | 6 | magic device | proximity (alarm) | automatic | 28 | 28 | 15,000 gp, 1,200 XP | spell effect (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage) |
70 | Spiked Blocks from Ceiling | 6 | mechanical | location | repair reset | 24 | 20 | 21,600 gp | Atk +20 melee (6d6, spikes), multiple targets (all targets in a 10-ft.-by-10-ft. area) |
71 | Spiked Pit Trap (100 Ft. Deep) | 6 | mechanical | location | manual | 20 | 20 | 6,000 gp | DC 20 Reflex save avoids, 100 ft. deep (10d6, fall), pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each) |
72 | Whirling Poison Blades | 6 | mechanical | timed | automatic | 20 | 20 | 30,200 gp | hidden lock bypass (25, Open Lock DC 30), Atk +10 melee (1d4+4/19–20 plus poison, dagger), poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str), multiple targets (one target in each of three preselected 5-ft. squares) |
73 | Wide-Mouth Pit Trap | 6 | mechanical | location | manual | 26 | 25 | 28,200 gp | DC 25 Reflex save avoids, 40 ft. deep (4d6, fall), multiple targets (all targets within a 10-ft.-by-10-ft. area) |
74 | Wyvern Arrow Trap | 6 | mechanical | proximity | manual | 20 | 16 | 17,400 gp | Atk +14 ranged (1d8 plus poison, arrow), poison (wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con) |
75 | Acid Fog Trap | 7 | magic device | proximity (alarm) | automatic | 31 | 31 | 33,000 gp, 2,640 XP | spell effect (acid fog, 11th-level wizard, 2d6/round acid for 11 rounds) |
76 | Blade Barrier Trap | 7 | magic device | proximity (alarm) | automatic | 31 | 31 | 33,000 gp, 2,640 XP | spell effect (blade barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage) |
77 | Burnt Othur Vapor Trap | 7 | mechanical | location | repair reset | 21 | 21 | 17,500 gp | gas, multiple targets (all targets in a 10-ft.-by-10-ft. room), never miss, onset delay (3 rounds), poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con) |
78 | Chain Lightning Trap | 7 | magic device | proximity (alarm) | automatic | 31 | 31 | 33,000 gp, 2,640 XP | spell effect (chain lightning, 11th-level wizard, 11d6 electricity to target nearest center of area plus 5d6 electricity to each of up to eleven secondary targets, DC 19 Reflex save half damage) |
79 | Black Tentacles Trap | 7 | magic device | proximity (alarm) | no reset | 29 | 29 | 1,400 gp, 112 XP | spell effect (black tentacles, 7th-level wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]), multiple targets (up to six tentacles per target in each of two adjacent 5-ft. squares) |
80 | Fusillade of Greenblood Oil Darts | 7 | mechanical | location | manual | 25 | 25 | 33,000 gp | Atk +18 ranged (1d4+1 plus poison, dart), poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/ 1d2 Con), multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area) |
81 | Lock Covered in Dragon Bile | 7 | mechanical | touch (attached) | no reset | 27 | 16 | 11,300 gp | poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0) |
82 | Summon Monster VI Trap | 7 | magic device | proximity (alarm) | no reset | 31 | 31 | 3,300 gp, 264 XP | spell effect (summon monster VI, 11th-level wizard) |
83 | Water-Filled Room | 7 | mechanical | location | manual | 20 | 25 | 21,000 gp | multiple targets (all targets in a 10-ft.-by-10-ft. room), never miss, onset delay (3 rounds), water |
84 | Well-Camouflaged Pit Trap | 7 | mechanical | location | repair reset | 27 | 18 | 24,500 gp | DC 25 Reflex save avoids, 70 ft. deep (7d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares) |
85 | Deathblade Wall Scythe | 8 | mechanical | touch | manual | 24 | 19 | 31,400 gp | Atk +16 melee (2d4+8 plus poison, scythe), poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con) |
86 | Destruction Trap | 8 | magic device | touch (alarm) | automatic | 32 | 32 | 45,500 gp, 3,640 XP | spell effect (destruction, 13th-level cleric, DC 20 Fortitude save for 10d6 damage) |
87 | Earthquake Trap | 8 | magic device | proximity (alarm) | automatic | 32 | 32 | 45,500 gp, 3,640 XP | spell effect (earthquake, 13th-level cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on terrain) |
88 | Insanity Mist Vapor Trap | 8 | mechanical | location | repair reset | 25 | 20 | 23,900 gp | gas, never miss, onset delay (1 round), poison (insanity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis), multiple targets (all targets in a 10-ft.-by-10-ft. room) |
89 | Acid Arrow Trap | 8 | magic device | visual (true seeing) | automatic | 27 | 27 | 83,500 gp, 4,680 XP | Note: This trap is really two CR 6 acid arrow traps that fire simultaneously, using the same and reset, multiple traps (two simultaneous acid arrow traps), Atk +9 ranged touch and +9 ranged touch, spell effect (acid arrow, 18th-level wizard, 2d4 acid damage for 7 rounds) |
90 | Power Word Stun Trap | 8 | magic device | touch | no reset | 32 | 32 | 4,550 gp, 364 XP | spell effect (power word stun, 13th-level wizard) |
91 | Prismatic Spray Trap | 8 | magic device | proximity (alarm) | automatic | 32 | 32 | 45,500 gp, 3,640 XP | spell effect (prismatic spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will save, depending on effect) |
92 | Reverse Gravity Trap | 8 | magic device | proximity (alarm, 10-ft. area) | automatic | 32 | 32 | 45,500 gp, 3,640 XP | spell effect (reverse gravity, 13th-level wizard, 6d6 fall [upon hitting the ceiling of the 60-ft.- high room], then 6d6 fall [upon falling 60 ft. to the floor when the spell ends], DC 20 Reflex save avoids damage) |
93 | Well-Camouflaged Pit Trap | 8 | mechanical | location | repair reset | 27 | 18 | 16,000 gp | DC 20 Reflex save avoids, 100 ft. deep (10d6, fall) |
94 | Word of Chaos Trap | 8 | magic device | proximity (detect law) | automatic | 32 | 32 | 46,000 gp, 3,680 XP | spell effect (word of chaos, 13th-level cleric) |
95 | Drawer Handle Smeared with Contact P | 9 | mechanical | touch (attached) | manual | 18 | 26 | 21,600 gp | poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con) |
96 | Dropping Ceiling | 9 | mechanical | location | repair reset | 20 | 16 | 12,600 gp | ceiling moves down (12d6, crush), multiple targets (all targets in a 10-ft.-by-10-ft. room), never miss, onset delay (1 round) |
97 | Incendiary Cloud Trap | 9 | magic device | proximity (alarm) | automatic | 33 | 33 | 60,000 gp, 4,800 XP | spell effect (incendiary cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage) |
98 | Wide-Mouth Pit Trap | 9 | mechanical | location | manual | 25 | 25 | 40,500 gp | DC 25 Reflex save avoids, 100 ft. deep (10d6, fall), multiple targets (all targets within a 10-ft.-by-10-ft. area) |
99 | Wide-Mouth Spiked Pit with Poisoned | 9 | mechanical | location | manual | 20 | 20 | 11,910 gp | hidden lock bypass (25, Open Lock DC 30), DC 20 Reflex save avoids, 70 ft. deep (7d6, fall), multiple targets (all targets within a 10-ft.-by-10-ft. area), pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each), poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex) |
100 | Crushing Room | 10 | mechanical | location | automatic | 22 | 20 | 29,000 gp | walls move together (16d6, crush), multiple targets (all targets in a 10-ft.-by-10-ft. room), never miss, onset delay (2 rounds) |
101 | Crushing Wall Trap | 10 | mechanical | location | automatic | 20 | 25 | 25,000 gp | no attack roll required (18d6, crush) |
102 | Energy Drain Trap | 10 | magic device | visual (true seeing) | automatic | 34 | 34 | 124,000 gp, 7,920 XP | Atk +8 ranged touch, spell effect (energy drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negates) |
103 | Forcecage and Summon Monster VII tra | 10 | magic device | proximity (alarm) | automatic | 32 | 32 | 241,000 gp, 7,280 XP | Note: This trap is really one CR 8 trap that creates a forcecage and a second CR 8 trap that summons a hamatula in the same area. If both succeed, the hamatula appears inside the forcecage. These effects are independent of each other, multiple traps (one forcecage trap and one summon monster VII trap that summons a hamatula), spell effect (forcecage, 13th-level wizard), spell effect (summon monster VII, 13th-level wizard, hamatula) |
104 | Poisoned Spiked Pit Trap | 10 | mechanical | location | manual | 16 | 25 | 19,700 gp | hidden lock bypass (25, Open Lock DC 30), DC 20 Reflex save avoids, 50 ft. deep (5d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares), pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each), poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str) |
105 | Wail of the Banshee Trap | 10 | magic device | proximity (alarm) | automatic | 34 | 34 | 76,500 gp, 6,120 XP | spell effect (wail of the banshee, 17th-level wizard, DC 23 Fortitude save negates), multiple targets (up to 17 creatures) |