Traps

Trap of Flaming Stones

DC 16 Dexterity Saving throw
On a failure, creature takes 2d8 fire damage as burning hot stones rain down on them. The stones fall into their clothes or armor, meaning that they will need to take an action on their turn to remove them, or they will take an additional 2d8 fire damage at the end of their next turn.

Trap of Obsidian Darts

DC 16 Dexterity Saving Throw
On a failure, a creature takes 2d6 piercing damage and must make a Constitution Saving Throw (DC 13). On a failure, it has the poisoned condition for 1d4 turns.

Trap of Steam Venting

DC 16 Dexterity Saving Throw
On a failure, any creature in a 30 foot line from the trap in the direction it was triggered takes 2d8 fire damage.

Trap of “It’s a Log”

DC 16 Dexterity Saving Throw
On a failure, a creature is struck by a log tossed by the trap, taking 3d6 bludgeoning damage. If the creature’s strength is 10 or less, it is knocked prone.

Trap of Ground Smash

DC 16 Dexerity Saving Throw
The trap smashes into the ground, cracking it if it is made of a hard material like stone, in the direction the trap was triggered. If the ground is thin, it will crack and shatter in a 30 foot line by five foot line. The line is difficult terrain, and anyone standing in it when it cracks must succeed on a Dexterity Saving throw (DC 16) or take 1d6 bludgeoning damage. The creature who triggered the trap takes must succeed on a Dexterity Saving throw (DC 16) or take 3d6 bludgeoning damage.

Trap of Harpoon

DC 16 Dexterity Saving Throw
When a creature enters a 30 foot radius of this trap, they must make a Dexterity Saving throw (DC 16), or take 2d8 piercing damage as they are impaled by a harpoon. The harpoon has a chain attached to it, and immediately tries to pull the creature 10 foot closer to it. The creature must succeed a Strength Saving throw (DC13) or be pulled 10 feet in the direction of the trap. The creature must take an action to remove the harpoon.

#sigil/magicitem