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Untitled Document
Sample Traps
Designing a Trap
Volume I
Volume II
Volume III
Volume IV
Volume V
Volume VI
Volume VII

The costs listed for mechanical traps are market prices; those for magic traps are raw material costs. Caster level and class for the spells used to produce the trap effects are provided in the entries for magic device traps and spell traps. For all other spells used (in triggers, for example), the caster level is assumed to be the minimum required.

CR 1 Traps

  • Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Perception DC 20; Disable Device DC 20. Market Price: 2,000 gp.
  • Camouflaged Pit Trap: CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Perception DC 24; Disable Device DC 20. Market Price: 1,800 gp.
  • Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Perception DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 20; Disable Device DC 23. Market Price: 1,300 gp.
  • Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Perception DC 14; Disable Device DC 20. Market Price: 500 gp.
  • Poison Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Perception DC 20; Disable Device DC 18. Market Price: 700 gp.
  • Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison); Perception DC 22; Disable Device DC 20. Market Price: 1,300 gp.
  • Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (3d6); Perception DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway. Market Price: 1,400 gp.
  • Razor-Wire across Hallway: CR 1; mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 22; Disable Device DC 15. Market Price: 400 gp.
  • Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (2d6, rock); Perception DC 20; Disable Device DC 22. Market Price: 1,400 gp.
  • Scything Blade Trap: CR 1; mechanical; location trigger; automatic reset; Atk +8 melee (1d8/x3); Perception DC 21; Disable Device DC 20. Market Price: 1,700 gp.
  • Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/x3, spear); Perception DC 20; Disable Device DC 20. Note: 200-ft. max range, target determined randomly from those in its path. Market Price: 1,200 gp.
  • Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); Perception DC 20; Disable Device DC 20. Market Price: 500 gp.
  • Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset; hidden switch bypass (Perception DC 25); Atk +10 melee (2d4/x4, scythe); Perception DC 22; Disable Device DC 22. Market Price: 2,500 gp.

CR 2 Traps

  • Box of Brown Mold: CR 2; mechanical; touch trigger (opening the box); automatic reset; 5-ft. cold aura (3d6, cold nonlethal); Perception DC 22; Disable Device DC 16. Market Price: 3,000 gp.
  • Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); Perception DC 20; Disable Device DC 20. Market Price: 2,400 gp.
  • Burning Hands Trap: CR 2; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half damage); Perception DC 26; Disable Device DC 26. Cost: 500 gp, 40 XP.
  • Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 24; Disable Device DC 19. Market Price: 3,400 gp.
  • Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage); Perception DC 26; Disable Device DC 26. Cost: 500 gp, 40 XP.
  • Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); Perception DC 20; Disable Device DC 18. Market Price: 4,800 gp.
  • Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Perception DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Market Price: 3,000 gp.
  • Pit Trap: CR 2; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Perception DC 20; Disable Device DC 20. Market Price: 2,000 gp.
  • Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Perception DC 22; Disable Device DC 17. Market Price: 4,720 gp.
  • Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Perception DC 18; Disable Device DC 15. Market Price: 1,600 gp.
  • Tripping Chain: CR 2; mechanical; location trigger; automatic reset; multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain); Perception DC 15; Disable Device DC 18. Market Price: 3,800 gp. Note: This trap is really one CR 1 trap that trips and a second CR 1 trap that attacks with a spiked chain. If the tripping attack succeeds, a +4 bonus applies to the spiked chain attack because the opponent is prone.
  • Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Perception DC 27; Disable Device DC 20. Market Price: 4,400 gp.

CR 3 Traps

  • Burning Hands Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half damage); Perception DC 26; Disable Device DC 26. Cost: 2,500 gp, 200 XP.
  • Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent squares); Perception DC 24; Disable Device DC 18. Market Price: 4,800 gp.
  • Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Perception DC 15; Disable Device DC 27. Market Price: 14,100 gp.
  • Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (fire trap, 3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage); Perception DC 27; Disable Device DC 27. Cost: 85 gp to hire NPC spellcaster.
  • Extended Bane Trap: CR 3; magic device; proximity trigger (detect good); automatic reset; spell effect (extended bane, 3rd-level cleric, DC 13 Will save negates); Perception DC 27; Disable Device DC 27. Cost: 3,500 gp, 280 XP.
  • Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset; spell effect (ghoul touch, 3rd-level wizard, DC 13 Fortitude save negates); Perception DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
  • Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk +20 ranged (2d4); Perception DC 22; Disable Device DC 22. Market Price: 5,400 gp.
  • Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; Atk +2 ranged touch; spell effect (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds); Perception DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
  • Pit Trap: CR 3; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Perception DC 20; Disable Device DC 20. Market Price: 3,000 gp.
  • Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con); Perception DC 19; Disable Device DC 15. Market Price: 2,900 gp.
  • Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Perception DC 21; Disable Device DC 20. Market Price: 3,600 gp.
  • Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks); Perception DC 25; Disable Device DC 20. Market Price: 5,400 gp.

CR 4 Traps

  • Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic reset; spell effect (bestow curse, 5th-level cleric, DC 14 Will save negates); Perception DC 28; Disable Device DC 28. Cost: 8,000 gp, 640 XP.
  • Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 25; Disable Device DC 17. Market Price: 6,800 gp.
  • Collapsing Column: CR 4; mechanical; touch trigger (attached); no reset; Atk +15 melee (6d6, stone blocks); Perception DC 20; Disable Device DC 24. Market Price: 8,800 gp.
  • Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Perception DC 28; Disable Device DC 28. Cost: 350 gp to hire NPC spellcaster.
  • Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage); Perception DC 28; Disable Device DC 28. Cost: 7,500 gp, 600 XP.
  • Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); Perception DC 20; Disable Device DC 20. Market Price: 4,000 gp.
  • Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10-ft.-by-10-ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex); Perception DC 21; Disable Device DC 22. Market Price: 12,090 gp.
  • Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (sepia snake sigil, 5th-level wizard, DC 14 Reflex save negates); Perception DC 28; Disable Device DC 28. Cost: 650 gp to hire NPC spellcaster.
  • Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Perception DC 20; Disable Device DC 20. Market Price: 4,000 gp.
  • Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/x4, scythe); Perception DC 21; Disable Device DC 18. Market Price: 17,200 gp.
  • Water-Filled Room Trap: CR 4; mechanical; location trigger; automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (5 rounds); liquid; Perception DC 17; Disable Device DC 23. Market Price: 11,200 gp.
  • Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Perception DC 18; Disable Device DC 25. Market Price: 7,200 gp.

CR 5 Traps

  • Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 25; Disable Device DC 17. Market Price: 8,500 gp.
  • Doorknob Smeared with Contact Poison: CR 5; mechanical; touch trigger (attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); Perception DC 25; Disable Device DC 19. Market Price: 9,650 gp.
  • Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Perception DC 20; Disable Device DC 25. Market Price: 15,000 gp.
  • Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage); Perception DC 29; Disable Device DC 29. Cost: 305 gp to hire NPC spellcaster.
  • Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save half damage); Perception DC 28; Disable Device DC 28. Cost: 12,000 gp, 960 XP.
  • Flooding Room Trap: CR 5; mechanical; proximity trigger; automatic reset; no attack roll necessary (see note below); Perception DC 20; Disable Device DC 25. Note: Room floods in 4 rounds. Market Price: 17,500 gp.
  • Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area); Perception DC 19; Disable Device DC 25. Market Price: 18,000 gp.
  • Moving Executioner Statue: CR 5; mechanical; location trigger; automatic reset; hidden switch bypass (Perception DC 25); Atk +16 melee (1d12+8/x3, greataxe); multiple targets (both arms attack); Perception DC 25; Disable Device DC 18. Market Price: 22,500 gp.
  • Phantasmal Killer Trap: CR 5; magic device; proximity trigger (alarm covering the entire room); automatic reset; spell effect (phantasmal killer, 7th-level wizard, DC 16 Will save for disbelief and DC 16 Fort save for partial effect); Perception DC 29; Disable Device DC 29. Cost: 14,000 gp, 1,120 XP.
  • Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Perception DC 20; Disable Device DC 20. Market Price: 5,000 gp.
  • Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two adjacent 5-ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude save resists, 1d4 Str/1d4 Str); Perception DC 17; Disable Device DC 21. Market Price: 12,650 gp.
  • Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each); Perception DC 21; Disable Device DC 20. Market Price: 13,500 gp.
  • Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); Perception DC 20; Disable Device DC 20. Market Price: 5,000 gp.
  • Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain); Perception DC 20; Disable Device DC 16. Market Price: 9,000 gp.

CR 6 Traps

  • Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); Perception DC 14; Disable Device DC 16. Market Price: 15,000 gp.
  • Compacting Room: CR 6; mechanical; timed trigger; automatic reset; hidden switch bypass (Perception DC 25); walls move together (12d6, crush); multiple targets (all targets in a 10-ft.-by- 10-ft. room); never miss; onset delay (4 rounds); Perception DC 20; Disable Device DC 22. Market Price: 25,200 gp.
  • Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic); automatic reset; spell effect (flame strike, 9th-level cleric, 9d6 fire, DC 17 Reflex save half damage); Perception DC 30; Disable Device DC 30. Cost: 22,750 gp, 1,820 XP.
  • Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft.-by-10-ft. area); Perception DC 26; Disable Device DC 20. Market Price: 31,200 gp.
  • Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Perception DC 28; Disable Device DC 28. Cost: 680 gp to hire NPC spellcaster.
  • Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage); Perception DC 28; Disable Device DC 28. Cost: 15,000 gp, 1,200 XP.
  • Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area); Perception DC 24; Disable Device DC 20. Market Price: 21,600 gp.
  • Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Perception DC 20; Disable Device DC 20. Market Price: 6,000 gp.
  • Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden lock bypass (Perception DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/1920 plus poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multiple targets (one target in each of three preselected 5-ft. squares); Perception DC 20; Disable Device DC 20. Market Price: 30,200 gp.
  • Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); Perception DC 26; Disable Device DC 25. Market Price: 28,200 gp.
  • Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con); Perception DC 20; Disable Device DC 16. Market Price: 17,400 gp.

CR 7 Traps

  • Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (acid fog, 11th-level wizard, 2d6/round acid for 11 rounds); Perception DC 31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
  • Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (blade barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage); Perception DC 31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
  • Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Perception DC 21; Disable Device DC 21. Market Price: 17,500 gp.
  • Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (chain lightning, 11th-level wizard, 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, DC 19 Reflex save half damage); Perception DC 31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
  • Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset; spell effect (black tentacles, 7th-level wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two adjacent 5-ft. squares); Perception DC 29; Disable Device DC 29. Cost: 1,400 gp, 112 XP.
  • Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area); Perception DC 25; Disable Device DC 25. Market Price: 33,000 gp.
  • Lock Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Perception DC 27; Disable Device DC 16. Market Price: 11,300 gp.
  • Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset; spell effect (summon monster VI, 11th-level wizard), Perception DC 31; Disable Device DC 31. Cost: 3,300 gp, 264 XP.
  • Water-Filled Room: CR 7; mechanical; location trigger; manual reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water; Perception DC 20; Disable Device DC 25. Market Price: 21,000 gp.
  • Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 27; Disable Device DC 18. Market Price: 24,500 gp.

CR 8 Traps

  • Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Perception DC 24; Disable Device DC 19. Market Price: 31,400 gp.
  • Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spell effect (destruction, 13th-level cleric, DC 20 Fortitude save for 10d6 damage); Perception DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
  • Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset; spell effect (earthquake, 13th-level cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on terrain); Perception DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
  • Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas; never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10-ft.-by-10-ft. room); Perception DC 25; Disable Device DC 20. Market Price: 23,900 gp.
  • Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset; multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9 ranged touch; spell effect (acid arrow, 18th-level wizard, 2d4 acid damage for 7 rounds); Perception DC 27; Disable Device DC 27. Cost: 83,500 gp, 4,680 XP. Note: This trap is really two CR 6 acid arrow traps that fire simultaneously, using the same trigger and reset.
  • Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect (power word stun, 13th-level wizard), Perception DC 32; Disable Device DC 32. Cost: 4,550 gp, 364 XP.
  • Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic reset; spell effect (prismatic spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will save, depending on effect); Perception DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
  • Reverse Gravity Trap: CR 8; magic device; proximity trigger (alarm, 10-ft. area); automatic reset; spell effect (reverse gravity, 13th-level wizard, 6d6 fall [upon hitting the ceiling of the 60-ft.- high room], then 6d6 fall [upon falling 60 ft. to the floor when the spell ends], DC 20 Reflex save avoids damage); Perception DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
  • Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Perception DC 27; Disable Device DC 18. Market Price: 16,000 gp.
  • Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic reset; spell effect (word of chaos, 13th-level cleric); Perception DC 32; Disable Device DC 32. Cost: 46,000 gp, 3,680 XP.

CR 9 Traps

  • Drawer Handle Smeared with Contact Poison: CR 9; mechanical; touch trigger (attached); manual reset; poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); Perception DC 18; Disable Device DC 26. Market Price: 21,600 gp.
  • Dropping Ceiling: CR 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round); Perception DC 20; Disable Device DC 16. Market Price: 12,600 gp.
  • Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm); automatic reset; spell effect (incendiary cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage); Perception DC 33; Disable Device DC 33. Cost: 60,000 gp, 4,800 XP.
  • Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); Perception DC 25; Disable Device DC 25. Market Price: 40,500 gp.
  • Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical; location trigger; manual reset; hidden lock bypass  (Perception DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex); Perception DC 20; Disable Device DC 20. Market Price: 11,910 gp.

CR 10 Traps

  • Crushing Room: CR 10; mechanical; location trigger; automatic reset; walls move together (16d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); Perception DC 22; Disable Device DC 20. Market Price: 29,000 gp.
  • Crushing Wall Trap: CR 10; mechanical; location trigger; automatic reset; no attack roll required (18d6, crush); Perception DC 20; Disable Device DC 25. Market Price: 25,000 gp.
  • Energy Drain Trap: CR 10; magic device; visual trigger (true seeing); automatic reset; Atk +8 ranged touch; spell effect (energy drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negates); Perception DC 34; Disable Device DC 34. Cost: 124,000 gp, 7,920 XP.
  • Forcecage and Summon Monster VII trap: CR 10; magic device; proximity trigger (alarm); automatic reset; multiple traps (one forcecage trap and one summon monster VII trap that summons a hamatula); spell effect (forcecage, 13th-level wizard), spell effect (summon monster VII, 13th-level wizard, hamatula); Perception DC 32; Disable Device DC 32. Cost: 241,000 gp, 7,280 XP. Note: This trap is really one CR 8 trap that creates a forcecage and a second CR 8 trap that summons a hamatula in the same area. If both succeed, the hamatula appears inside the forcecage. These effects are independent of each other.
  • Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual reset; hidden lock bypass (Perception DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); Perception DC 16; Disable Device DC 25. Market Price: 19,700 gp.
  • Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm); automatic reset; spell effect (wail of the banshee, 17th-level wizard, DC 23 Fortitude save negates); multiple targets (up to 17 creatures); Perception DC 34; Disable Device DC 34. Cost: 76,500 gp, 6,120 XP.

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