CR5

Action Man (CR 5)


 

Two warrior statues stand guard on each side of the doorway. Their stone eyes seem to follow you.

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

Trigger proximity; Reset none

Effect

The first target through the doorway activates the trap. Action Man (DC 21 Will save, or whenever target is attacked successfully with a melee attack, the attacker is granted a bonus it may use for the next 7 rounds. The attacker may increase it’s speed by 30ft, stand up as a swift action and not provoke AOO, make an extra attack as part of a full attack action using highest BAB, gain +2 bonus to attack rolls and a +2 dodge bonus to AC and Reflex saves, or cast a single spell of 2nd level or lower as it it were enlarged, extended, silent or still. The bonus can change from round to round. The effect on the original target lasts for 7 rounds from the start of combat, although granted bonuses to attackers can extend beyond the expiration of the effect on the original target)

Blessing of Fervor

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Premature Glory (CR 5)


 

A statue holds a banner that flies from a jewel-encrusted pole.

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

Trigger touch; Reset none

Effect

If the banner or pole is taken, the trap activates the next time the target is in combat. Premature Glory (DC 21 Will Save or target drops unconscious to -1 HP but is stable. However, all allies gain 3d6 hp of healing, and foes take the same amount of damage, but can take half damage with a DC 21 Will Save)

Blaze of Glory

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Static Bowling (CR 5)


 

The hallway is long and made of lightly colored polished wood. Several small pillars are at the far end.

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

Trigger proximity; Reset none

Effect

When the targets walk towards the other end, balls of lightning, one at a time, roll down the hallway towards them. Static Bowling (Each round, 1 ball rolls down the hallway, attempting to strike a target. The target takes 3d6 electricity damage (DC 21 Reflex save to negate the damage). Those wearing metal armor suffer a -4 penalty on the save. If the attack misses, the ball strikes the pillars, knocking one over, which shoots a bolt of lightning down the floor, dealing 2d6 damage to everyone in the hall (DC 21 Reflex Save for half damage). Then the ball returns the next round via the ceiling, as the next ball rolls down the hallway. This continues until all the pillars have been knocked down. There are 10 pillars); multiple targets (single target for ball, all targets in hallway for bolt)

Ball Lightning

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Barn Yard (CR 5)


 

A fence surrounds this rural property. It seems to keep in the cattle.

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

Trigger proximity; Reset none

Effect

If the target crosses the fence, the trap is sprung. Barn Yard (DC 21 Fortitude Save or the target gets a +4 enhancement bonus to Strength and Dexterity, the scent ability, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action that does not provoke an attack of opportunity. However, the place smells horribly, and with the scent ability, the target must make a DC 21 Fortitude Save or become nauseated for 2d4+1 rounds. Also, the target sprouts fangs and fur, and scares the livestock, causing them to stampede. The target takes a +10 CMD attack for 6d6 damage due to trampling from the livestock, as do any other characters within 30′ of the target)

Aspect of the Wolf

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Bad Trip (CR 5)


 

The floor is uneven and littered with hazards.

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

Trigger proximity; Reset auto

Effect

The entire area is difficult terrain. A DC 15 Acrobatics check is required for each move action to not trip over an obstacle. If the target trips, a pit appears. Bad Trip (DC 21 Reflex Save or target falls into pit, taking 3d6 damage, plus 2d6 acid damage each round due to the 5 foot deep pool of acid at the bottom. The climb dc of the walls is 30. Items are affected one at a time, per round, in the order listed in the spell)

Acid Pit

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Shhhh! (CR 5)


 

The library is very quiet.

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

Trigger proximity; Reset auto

Effect

While in the library, targets must succeed on a DC 21 Stealth check each time they move, or take an action that involves interacting with their surroundings, such as getting a book, opening a door, etc. If they fail, for 7 hours, no one further than 5 feet away can hear anything they say or do.

Zone of Silence

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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

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