CR7

Large Mushroom (CR 7)


 

A large mushroom grows beneath you, allowing easy access down.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

The mushroom can be climbed down via a DC 10 Climb check. Large Mushroom (Target climbing onto mushroom is transported to another mushroom 100 feet up the cliff face. Target must make a DC 22 Reflex Save or fall, taking 10d6 damage. Target that does not fall can climb down. The Climb DC is 15)

Transport via Plants

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Buddy System (CR 7)


 

The shop owner beckons you to enter the back room, where the good stuff is.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

Any target that walks through the door is affected by the trap. Buddy System (DC 24 Will save or target perceives shop keeper as friendly. Any opposed checks made against the target while talking are at a -5 penalty. This applies to Sense Motive, Diplomacy and other such skills. The effect lasts for 12 hours); multiple targets (all targets that pass through door)

Symbol of Persuasion

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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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Toll Door (CR 7)


 

A mouth appears on the stone door.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

The mouth begins to speak, and a chest appears. Toll Door (The mouth suggests that everyone make a charitable donation of all of their coins into the chest. DC 24 Will Save or target must put all coins in chest. Once the coins are in the chest, the chest disappears. If anyone puts coins in the chest, the door opens. Otherwise, it is a locked (DC 30) stone door); multiple targets (all targets within 30′)

Suggestion

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Macabre Statuary (CR 7)


 

This garden is filled with macabre statues of twisted creatures, and mutilated humanoids.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

When the target gets about halfway through the garden, the statues suddenly turn to flesh. Macabre Statuary (DC 24 Will Save or target loses 1d2 Wisdom and becomes nauseated for 1d6+1 rounds. A successful save negates the Wisdom damage, and target is not nauseated, but is sickened for 1 round); multiple targets (all targets within 30′ of a statue)

Stone to Flesh

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If the Stones Could Talk (CR 7)


 

This stone room was once used as a communal latrine.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

The stones begin to talk and tell stories of what they’ve seen. Talking Stones (DC 24 Will Save or target takes 1d2+1 wisdom damage from the stories the stones tell); multiple targets (all targets in room)

Stone Tell

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Staff Meeting (CR 7)


 

A fine staff leans against the wall.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

If the staff is disturbed, it activates. Staff (Whenever a spell is cast within 10′ of the staff, the staff absorbs the spell and casts it back at the target 1 round later. Only one such spell can be in the staff at any time. The 2nd spell displaces the first one, which is lost. Only a dispel magic with DC 19, wish, remove curse or other spell can rid the target of the staff)

Spellstaff

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A Long Walk (CR 7)


 

The tunnel ahead is dimly lit.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger location; Reset none

Effect

The target enters shadow, moving rapidly. A Long Walk (DC 24 Will Save or target begins travel through the Plane of Shadow. Any companions that make their Will Save are quickly lost. An hour later, the target appears at a random location 50 miles away from the entry point)

Shadow Walk

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Repulsing Skeleton (CR 7)


 

The door slams closed behind you, as flames start to pour into the room.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

A skeleton stands by the door. As soon as the door slams shut, the target is repulsed from the skeleton, and flames shoot from the floor. Repulsing Skeleton (DC 18 Will Save or target cannot approach within 10′ of skeleton, effectively barring the exit. While in room, target takes 2d6 fire damage every round. The repulsion effect lasts for 11 rounds)

Repulsion

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