CR1

Undead Door (CR 1)



The walls of this room are lined with motionless undead.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset 1 round

Effect

If a target is within 10′ of the exit door, a ray shoots from it at a random undead creature, waking it. Undead Door (+2 ranged touch attack vs. undead for 1d6 damage. A successful strike awakens it);

Disrupt Undead

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Poison Distribution (CR 1)



There is an occasional oasis in this desert.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

Whenever anyone checks the water in the oasis, they will determine that it is poisoned and will cause the target to become even more thirsty. The water is actually just fine.

Detect Poison

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Ooh, Shiny (CR 1)



As you leave the building, the entry door is locked.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

Any target that passes through the door is affected by a detect magic like spell. For 1 minute after passing through the door, every magic item that the target carries emits a visible aura, that scales with the strength of the magic item, that everyone within 60′ can easily see.

Detect Magic

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Dazing Door (CR 1)



A simple, but stout, wooden door blocks the way.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

The door flashes out a bright light, dazing the target. Dazing Door (DC 10 Will Save or target of 4HD or less is dazed for 1 round)

Daze

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Soggy (CR 1)



Several scrolls lie on the desk. A large scroll tube is next to them.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

The scrolls, if taken from the room, leak 2 gallons of water. If the scrolls were put into the tube, only the contents of the tube are destroyed. If they were put elsewhere, all other paper objects near them must make a DC 10 Fortitude Save or be destroyed.

Create Water

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Candles (CR 1)



The entire place is lit by black candles that emit a thick, greasy smoke.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

Any target in the area that stabilizes after being reduced to less than zero hit points resume dying on the next round. There must be no lit candles within 60 feet to remove this effect.

Bleed

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Puddles (CR 1)



The floor is uneven and filled with small puddles.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

When a target gets within 25 ft. of a puddle, it empties and flies through the air to strike the target. Puddles (+2 ranged touch attack for 1d3 acid damage)

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I Could Have Had a V8! (CR 1)



Three glasses are filled with liquid. One blue, one green, and one red. They sit on top of a console table next to a wall.

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

Trigger touch; Reset none

Effect

If any of the glasses are picked up, a hand pops out of the wall and facepalms the target. V8 (+4 melee for 1d3 damage)

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Tripwire Before Pit (CR 1)



A spiked pit blocks the way.

Type: mechanical; Perception DC 18; Disable Device DC 16

Trigger location; Reset Auto

Effect

There is a spiked pit blocking the entire corridor, 10′ across. Just before it is a small tripwire. Tripwire (+10 to Jump check). The pit is 10′ deep and causes 1d6 + 1d4 + 1 damage if fallen into.

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I’m a Rouge (CR 1)



The drawers are locked with flimsy locks.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

The locks are easy to pick (DC 19 Disable Device) Rouge (DC 15 Reflex Save or target’s cheeks are highlighted with bright red rouge, which lasts for 1 day and can otherwise only be removed by dispel magic or other such spells)

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