Warning Tripwire (CR 7)



A tripwire stretches across the hallway.

Type: mechanical; Perception DC 24; Disable Device DC 19

Trigger location; Reset none

Effect

The tripwire is easy to avoid (DC 16 Perception check, and running into it requires a DC 16 Reflex save to avoid being knocked prone. However, 5′ from the wire, a very thin and sharp wire is strung across at neck level, and that is the real trap. If it is walked into, it does a +20 melee attack for 6d6 bleed damage)

Categories: CR7, Pathfinder | Tags: | Leave a comment

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