CR4

Vampire Door (CR 4)


 

The door ahead is made of red wood.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset auto

Effect

The door is stuck fast and must be destroyed. It has hardness 5 and 20 HP. However, whenever the door is physically struck, it deals 2d6 damage, which become temporary hit points for the door.

Vampiric Touch

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Chest Cold (CR 4)


 

The chest is wrapped up in a large, marble arm that acts as a lock/restraint.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

The arm can be cut off to open the chest, but when it does, it causes a purple opaque 20′ radius sphere to form around the chest, and the temperature drops to -10 F. However, outside of the sphere, the temperature in the room is -80 F. This lasts for two hours. While inside the sphere, unprotected targets must make a DC 15 + 1 per previous check Fortitude Save or take 1d6 non-lethal damage every 10 minutes. If a target goes outside, they take 1d6 lethal damage every minute (no save), plus 1d4 non-lethal damage unless they make a DC 15 + 1 per previous check Fortitude Save. Targets taking any non-lethal damage are treated as fatigued. The doors in the room have iced shut, and require a DC 30 break check to open, or a target can hack through 1 inch of ice (3 HP) and then cut down the door normally (10 hardness, 60 hp)

Tiny Hut

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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

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

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

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

Don’t Shut the Door (CR 4)


 

A stout stone door leads further into the castle.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity; Reset none

Effect

The door leads to a large storeroom. It has no exits, but tons of crates, barrels and chests. Door (1 round after any of the containers are disturbed, the door shuts, and reshapes itself, melding into the wall creating a solid stone wall that is 1 foot thick like the rest of the wall. The wall is Hardness 8 and has 180 HP. There are no other exits)

Stone Shape

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Spiky Grass (CR 4)


 

It’s a short drop to the grassy mound below.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

WHen the target lands, the grass becomes very sharp. Spiky Grass (1d4 damage per 5 feet of movement, plus every time damage is inflicted, target must make a DC 19 Reflex Save or have it’s speed halved until target receives cure spell or someone succeeds on a DC 19 Heal check. The heal check takes 10 minutes)

Spike Growth

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Ivy Bad Feeling (CR 4)


 

Ivy grows everywhere.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity; Reset none

Effect

The Ivy is starts to talk to the target, and the target understands. It wants to help. If the target refuses, the ivy gets annoyed, if the target accepts, the ivy is “helpful”. Ivy (DC 19 Reflex Save per round or target is tripped and knocked prone. This lasts for 5 minutes. If the ivy is being “helpful” it will also attempt to trip any opponents.)

Speak with Plants

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The Fog Rolls In (CR 4)


 

The path goes many ways, but signs are posted along the way, with helpful arrows pointed out the correct way.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity; Reset none

Effect

Fog swirls about an old bridge. A small section seems to be out, but is easily jumpable. Fog (If a target attempts to jump the 5 foot span, once they enter the fog, it becomes solid, effectively doubling the Jump DC to 10. Targets that fail the Jump DC fall 60 feet, but only take 4d6 falling damage, due to the fog slowing them for the first 20 feet)

Solid Fog

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Cone Zone (CR 4)


 

Several orange cones are set around a chest.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity; Reset none

Effect

If a target enters the coned off area, they move slowly. Cone Zone (DC 19 Will Save or target is slowed for 5 rounds. Slowed creatures are staggered, move at half speed, jump half distance, and take a -1 penalty to attack rolls, AC and Reflex Saves); multiple targets (up to 5 creatures within 30′)

Slow

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Icy Stairway (CR 4)


 

A long circular stairway goes up the tower.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger location; Reset none

Effect

About halfway up, one of the stairs is trapped with a pressure plate. Icy Stairway (Entire area is engulfed in a sleet storm, blocking vision and requiring a DC 10 Acrobatics check to move at half speed. Failure means no movement, and failure by 5 or more means the target falls, taking (1d6) d6 damage from falling down stairs); multiple targets (all targets on stairs)

Sleet Storm

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