CR3

Long Walk Off of a Short Pier (CR 6)


 

The archway opens up into a narrow bridge that crosses the deep chasm.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger location; Reset none

Effect

After one step, the bridge collapses. Short Pier (Once the bridge collapses, a wall of force appears right behind the target. DC 22 Reflex Save or target falls, taking 10d6 damage. If the target does not fall, it requires a DC 22 Acrobatics Save each round to stay on the very tiny amount of bridge left between the edge and wall)

Wall of Force

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Out of Alignment (CR 3)


 

The door handles are shaped like the scales of justice.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

As the door opens, the scale tips. Out of Alignment (DC 18 Will Save or any magical attempt at detecting alignment while in the room will fail); multiple targets (all targets passing through door)

Undetectable Alignment

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Fire and a Tree (CR 3)


 

The path is scorched up ahead.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

When the target gets close to the scorched area, a flaming pot drops from a tree above. Fire and a Tree (DC 18 Will Save or target is turned into a tree for 1 round. While the target is a tree, it’s AC is +10, but it can’t move and has a Dexterity score of 0, meaning that the Reflex Save for the fire pot automatically fails. Also, as a tree, the target takes double damage from fire. The fire pot does 3d6 fire damage, DC 18 Reflex Save for half damage); multiple targets (closest target becomes a tree, fire pot deals it’s damage in a 10′ radius)

Tree Shape

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Wet Paint (CR 3)


 

A sign on the door says “Wet Paint”

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

If the door is touched, it is actually wet paint and the trap is sprung. Wet Paint (Target takes a 1d6 penalty to Intelligence, Wisdom and Charisma scores for 30 minutes)

Touch of Idiocy

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Swarm Pit (CR 3)


 

The floor gives way under you, revealing a chest 10 feet down.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger location; Reset none

Effect

If the chest is touched, it is suddenly covered in spiders. The spider swarm attacks the nearest target.

Summon Swarm

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Pet Statue (CR 2-10)


 

A display case boasts several small jade animal statues.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger ; Reset none

Effect

There are 9 statues, and each one corresponds to a random ally, with each one corresponding to CR 2-10. The statue will animate and attack for the target, but will only attack targets that are not immediately hostile. In order to get rid of the statue, a Dispel magic with a DC 11-21 must be made, or remove curse, wish, or limited wish.

Summon Nature’s Ally

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Rope Pull (CR 2-10)


 

The door has a rope pull attached to a bell.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger touch; Reset none

Effect

When the rope is pulled, a random monster guardian is summoned that fights the target. The monster is based on the CR of the trap, and uses the summon monster tables.

Summon Monster

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Status Report (CR 3)


 

The walls are covered in charts and graphs.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

The enemy knows the exact condition of each target affected, and will always attack the target (if possible) with the least HP left. Status (DC 18 Will Save or opponent knows exact condition of PC); multiple targets (all targets in room)

Status

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Don’t Touch My Stuff (CR 3)


 

A weapon rack contains a longsword, a hammer and a halberd.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

The weapons are all masterwork +1 weapons. However, if they are touched, the target is attacked by a duplicate weapon made of force energy. Weapon (+5 melee for 1d8+1 damage for 3 rounds)

Spiritual Weapon

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Talk to the Hand (CR 3)


 

A ghostly hand floats in the air.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

The hand absorbs any spell of 4th level or lower that is cast. Once absorbed, the hand leaves, and returns 2 rounds later. Should the PC’s look, they will find a scroll hidden away with the spells absorbed inscribed. Hand (DC 18 Will Save or spell is lost to hand);

Spectral Hand

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