Watercurrent floor (4e Trap)

This trap is only focussed on dealing as much damage as possible. The trap delays until a creature steps on it, and attacks each turn on its initiative after that. If that happens, a powerful jet of water will burst out, smacking the creature into the ceiling, and dropping it on the ground thereafter. A Dungeoneering DC 20 will reveal that there's water flowing under the floor.

This trap can be used in many ways, but can become fun when the ceiling above the trap is an illusion and the creature will be pushed in another room.

Watercurrent floor
Level 5 Trap
Object
200 XP
Detect: Perception DC 22 to see the holes in the floor; DC 22 to find the hidden control panel. Initiative: +7
Immune attacks
Immediate Interrupt Actions
Attack ♦ Recharge
Attack: Melee 0; +8 vs fortitude.
Trigger: A creature steps onto a triggering square.
Hit: 1d8 + 5 damage and the target is restrained against the ceiling until the end of the trap's next turn. When the restrain condition ends, the player falls with the usual effects of that height.
Countermeasures
Disable: Thievery DC 20 (must be adjacent to the control panel and aware of its presence). Success: The trap is disabled.

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