CR9

Stampede (CR 9)



A large herd of cows grazes just ahead.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

When the target approaches the herd, it is changed into the form of a ferocious giant wolf. This causes the herd to stampede. Stampede (+16 vs. CMD or target is knocked prone, stunned and takes 8d8 damage); multiple targets (all targets within 100 ft)

Animal Shapes

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Ring in a Hole (CR 9)



A cylindrical hole is in the wall, with something shiny at the end.

Type: mechanical; Perception DC 23; Disable Device DC 24

Trigger touch; Reset none

Effect

There is a gold ring at the end of the cylinder. Pulling it causes the cannon to fire. Ring (+24 ranged melee for 8d8 damage); multiple targets (all targets in 30′ cone)

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Antisocial (CR 9)



A safe is secured away in the wall behind a dresser.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

If the target touches the safe, he suddenly is repelled by those like him. Antisocial (If the target comes within 10′ of another person of the same alignment or race, he feels compelled to leave, and must do so. When the trap is triggered, the target makes a DC 27 Will Save, if successful, instead of being compelled to leave, the target simply becomes very uncomfortable, and suffers a -4 penalty to all Dex-based rolls. The effect lasts for 32 hours)

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Loot in the Chimney (CR 9)



Something seems to be stuck up into the chimney of the fireplace.

Type: mechanical; Perception DC 24; Disable Device DC 24

Trigger touch; Reset none

Effect

The bag is stuck into the chimney, and is full of toys that are worth 200gp, and can be cut open or pulled out with a DC 22 Strength check. However, a rotting corpse, clad in red attire is above the bag and falls with it. Along with the corpse, a rot grub swarm issues forth.

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Sodium Bridge (CR 9)



A bridge spans the deep chasm.

Type: mechanical; Perception DC 21; Disable Device DC 22

Trigger touch; Reset none

Effect

When the PC’s cross the bridge, it catches on fire. If any water is used on the fire, it causes the sodium to explode. (Fire 1d6 damage per round; Explosion 6d6 damage, DC 18 Reflex Save for half damage; Fall, 10d6 falling damage, DC 18 Reflex Save, Increase DC by 5 for every 5′ away from edge to prevent falling); multiple targets (all targets on bridge)

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Thanks For Dropping By (CR 9)



A crown sits on the top of the tower.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

When the crown is touched, the crown, and everything in a 10′ radius is rendered weightless inside a sphere. This sphere then moves over the edge of the tower, and disappears, causing the contents to plunge to the earth. Sphere (DC 27 Reflex Save or be trapped in sphere, falling 100′ for 10d10 damage); multiple targets (all targets within 10′)

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Poisoned Leaves (CR 9)



A gentle breeze causes several leaves to blow off of the trees.

Type: mechanical; Perception DC 34; Disable Device DC 28

Trigger proximity; Reset none

Effect

The leaves are sharp and poisonous. Poison Leaves (+16 melee for 1 damage and 1 Fortitude damage, DC 18 Fort Save negates ability loss); multiple targets (all targets within 30′)

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Pressure Plates (CR 9)



The floor is covered in pressure plates. A gold statue sits on a small dais in the middle of the room.

Type: mechanical; Perception DC 27; Disable Device DC 29

Trigger touch; Reset Repair

Effect

At least 10 pressure plates must be triggered to disarm the trap. If not, then when the statue is moved, the floor opens up to a deep pit. Pressure Plates (DC 24 Reflex Save if within 5 feet of dais or edge of room, otherwise fall 100 feet, taking 10d6 damage); multiple targets (all targets in room)

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Resonant Bars (CR 9)



The archway has several vertical bars blocking it off.

Type: mechanical; Perception DC 31; Disable Device DC 22

Trigger touch; Reset auto

Effect

The bars can be bent with a DC 26 Strength check, however, they snap back, and like a violin string, make a sound which resonates throughout the chamber. Bars (DC 24 Fortitude Save or take 8d6 sonic damage and be knocked unconscious, after regaining consciousness, target is dazed for 1d4+1 rounds. A successful save takes half damage, and target is staggered for one round); multiple targets (all targets in room)

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Crumbling Wall (CR 9)



An unstable brick wall has a single door.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger touch; Reset none

Effect

If the door is opened, parts of the wall collapse, sending up a cloud of dust. Dust (burnt othur fumes); multiple targets (all targets within 30′)

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