CR4

Singe Hinge (CR 4)


 

The wooden door is a little charred in spots.

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

Trigger touch; Reset repair

Effect

If the door is examined, a second DC 28 Perception check reveals a grate under it with some smoldering embers. Singe Hinge (When door is opened, a wall of wind blows upwards from the grate. DC 21 Reflex Save or take 2d6 fire damage. The wall lasts for 5 rounds, and requires a DC 10 Strength check or DC 20 CMD check to pass through. Those that pass through take 2d6 fire damage as well)

Wind Wall

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Sunken Chest (CR 4)


 

A small chest can be seen underwater.

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

Trigger touch; Reset auto

Effect

If a target tries to open the chest, they set off the trap. Sunken Chest (DC 19 Will Save or target gains the ability to walk on liquid, and is immediately propelled towards the surface at 60′ per round)

Water Walk

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Witch Trial (CR 4)


 

The path leads into a small pool, that appears to come out on the other side of the wall.

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

Trigger location; Reset none

Effect

If the target enters the water, it is granted water breathing for 1 hour. When the last target passes under the wall, a portcullis falls from it, sealing off the entrance. The exit from the pool is covered by a solid sheet of stone. (Hardness 8, 120 HP, DC 36 Strength check to break). The stone slides open in 30 minutes. The other side of the wall is labelled with a sign that says “Witch Detector”. Since the targets leaving the water are presumably still alive, they will be labelled as witches and subject to whatever punishment is deemed fit.

Water Breathing

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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

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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

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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