CR5

Slip Sliding Away (CR 5)


 

A door is at the top of a long, steep stairway.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

When the door is opened, a wall of ice forms on the stairs. Slip Sliding Away (DC 21 Reflex Save or target falls and slides down stairs, landing in spikes at the foot of the stairway, taking 3d6 damage); multiple targets (all targets on stairs)

Wall of Ice

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Fire Pit (CR 5)


 

A chest sits in a slightly depressed section in the center of the room.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

If the chest is opened, a circle of fire appears. Fire Pit (A 5′ radius wall of fire appears around the pit. Those 5′ from the pit must make a DC 21 Reflex Save or take 2d6+7 fire damage. A successful save puts them outside of the wall. The target on the inside takes 2d4 fire damage per round, and 2d6+7 when they pass . through the wall. The wall lasts for 7 rounds)

Wall of Fire

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Cloudy With a Chance of Evil (CR 5)


 

Dark clouds hang low in the sky, turning into ground fog.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger location; Reset none

Effect

The lower fog is dark. Cloudy with a chance of Evil (When entering the fog, it turns into a cloying miasma of greasy darkness. 3d8 damage and target is sickened for 1d4 rounds, DC 21 Will Save halves the damage and negates sickened effect); multiple targets (all targets that enter cloud)

Unholy Blight

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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

Stone Armor (CR 5)


 

A shadowy suit of armor hangs on a rack.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

If the armor is disturbed, it quickly envelops the target, then fades away. Stone Armor (DC 21 Fortitude Save or whenever target makes a physical attack against an opponent, that opponent gains DR 10/adamantite. This condition lasts, against multiple opponents even, until a total of 70 HP of damage has been absorbed)

Stoneskin

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Spiky Door (CR 5)


 

The stone door ahead is closed.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

If the door is touched, hard to see stone spikes spring up everywhere. Spiky Door (DC 21 Reflex Save or target takes 1d8 piercing damage to hands, and has a -2 penalty to all rolls such as skill checks or attacks that involve using hands until either a cure spell is cast, or someone spends 10m and makes a DC 19 Heal check. Also, the immediate area in a 20′ radius is covered in spikes. Anyone moving through the area takes 1d8 damage per 5 foot movement, and must make a DC 19 Reflex Save, or have their speed halved, which can be taken care of like the hands above. This last for 7 hours)

Spike Stones

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Midas Rust (CR 5)


 

A small metal chest of gold is tucked away under a floorboard.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

Touching the gold/chest causes the target to turn any non-magical metal to rust. Midas Rust (DC 21 Fortitude Save or for the next hour, any metal non-magical object touched by the target disintegrates into rust)

Rusting Grasp

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Restoration Hardware (CR 5)


 

A marble statue of a goddess pours golden liquid into a fountain.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The fountain radiates an aura that has healing powers. Fountain (DC 16 Fortitude Save or target thinks that any ability damage or negative levels are removed for 4 hours); multiple targets (all targets within 30′)

Restoration

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Fear the Sphere (CR 5)


 

It’s a steep climb up the cliff, but a rope ladder is here.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

About halfway up, the target is encased in a sphere of force. Sphere (DC 16 Reflex Save or target is encased in sphere. Otherwise, target can avoid and grab bottom of rope ladder above them, as the sphere also severs the rope. The sphere lasts for 7 minutes, after which the target falls, taking 6d6 falling damage. Note that the target cannot be physically interacted with, nor can the sphere be moved)

Resilient Sphere

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