Bladed Terror Trap: Difference between revisions
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| Description = A Bladed Terror Trap is a sort of animated trap that almost seems alive, there is so much effort placed into its construction. It is not quite as mobile as a Golem or an Animated Object, but | | Description = A Bladed Terror Trap is a sort of animated trap that almost seems alive, there is so much effort placed into its construction. It is not quite as mobile as a Golem or an Animated Object, but it's close. This horrible monstrosity consists of dozens of 25-foot-long, bladed tentacles, tongues, arms, or legs attached to the ceiling, wall, floor, or other surface of the room, which stab out at nearby enemies with a malicious awareness. Obviously, the ceiling must be fairly low for this trap to work well, although GMs may deploy this trap so that the stabbers emerge from a wall, ceiling, or honestly, any solid surface they are able to clearly define for their players. Before it is activated, such a trap is hard to spot, the various striking appendages reduced to stylized designs upon various surfaces, or even less. This subtlety is reflected in the trap's good Detect Trap target DC. | ||
This sort of highly-magical animated trap is often used by foes with a high degree of magical aptitude, and/or with some connection to arcane or even divine power as part of their background. Or, maybe, a group of bandits just stole it. Whatever story fits the setting the GM is weaving totally works! | This sort of highly-magical animated trap is often used by foes with a high degree of magical aptitude, and/or with some connection to arcane or even divine power as part of their background. Or, maybe, a group of bandits just stole it. Whatever story fits the setting the GM is weaving totally works! | ||
| Origin-Space-Description = A | | Origin-Space-Description = A Bladed Terror Trap usually has a control console installed on a wall or pedestal within the room where the trap is active. This is obvious and fixed, unless there is some complication to the trap that makes it less obvious. The controls are complex, often being a myriad of levers and/or buttons of normal or unsettling design, which, as usual for a trap, requires some degree of skill to work out while under duress... such as the trap trying to stab you to death. | ||
| Triggering-Sense = Lifesense | | Triggering-Sense = Lifesense | ||
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| Default-Attack-Description = | | Default-Attack-Description = On its initiative tick, the Bladed Terror trap performs a 'Stab in the Dark' attack on all enemy creatures within 50 feet of its origin space. It performs a to-hit roll of 1d20{{To-Hit}} versus each creature's Armor Class. No creature within this trap's reach ever benefits from Cover, as the trap is assumed to be designed such that it has clear reach to all squares. If it hits, the creature suffers {{Special-Standard-Dmg}} points of {{dmg|piercing}} damage, and becomes [[Immobilized]] until the end of the next round, as the piercing appendage that struck the target impales through them and into the ground, going rigid. The Immobilized condition can be cleared normally, as described on the condition's "Ended-By" section. Creatures that are not struck suffer no damage or conditions. | ||
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| Anti-Tamper-Description = | | Anti-Tamper-Description = The first time each round that a Bladed Terror trap is the target of a Sunder maneuver (whether it hits or misses) or is targeted by a failed Dismantle Trap maneuver, it lashes out with a clumsy, frantic, swat by one of its bladed legs against its attacker(s) in a desperate attempt at defending itself. As an [[Immediate Action]], it performs a melee touch attack, rolling a {{Touch-Attack}} versus the disarming creature's Armor Class. If it hits, the attacked creature suffers {{Special-Standard-Dmg}} points of {{dmg|bludgeoning}} damage, and is pushed 1d4 spaces away from the trap's origin space. | ||
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| Reset-Description = At the end of any round in which there are no allied creatures present, the trap thrashes and stabs its legs wildly, stabbing at anything it can reach. It performs a to-hit roll rolling | | Reset-Description = At the end of any round in which there are no allied creatures present, the trap thrashes and stabs its legs wildly, stabbing at anything it can reach. It performs a to-hit roll rolling 1d20{{To-Hit}} against the Armor Class of every creature within 50 feet of its space (friend or foe). If it hits, the creature suffers {{Special-Alpha-Dmg}} points of {{dmg|piercing}} damage, as the leg impales them and then goes inert and vanishes. Creatures which are not struck suffer no damage from this attack. Following this frenzy, the trap goes inert, the various bladed appendages vanishing and the trap resets itself for a minimum of ten combat rounds (1 minute or more out of combat, at the GM's discretion.) | ||
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| On-Destruction-Description = Upon being reduced to 0 or fewer Durability points, | | On-Destruction-Description = Upon being reduced to 0 or fewer Durability points, the trap spews out a blob of sticky webbing in a 15-foot radius of its origin space (a 7x7x7 cube, assuming the origin space is sized-medium or smaller). All creatures in the affected area (friend or foe) must make a Reflex save versus a DC of {{Save-DC}}, or become [[Immobilized]] until the end of the next round, or until the Immobilized victim suffers any amount of {{dmg|fire}} damage. In addition, while Immobilized by the sticky webbing, the creature suffers a -2 penalty to its Armor Class versus all attacks. | ||
Latest revision as of 00:19, 27 April 2022
Bladed Terror Trap (CR 9 Trap)
Tricky Complexity |
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Detect Trap 27 (Spot DC)
Initiative |
Man Def |
Durability |
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85 |
Lifesense 50 ft. (10 squares) Creatures can avoid being targeted if they achieve a Stealth result of 29 or greater.
Default: Stab In The Dark (Su) Once/round on Initiative |
On its initiative tick, the Bladed Terror trap performs a 'Stab in the Dark' attack on all enemy creatures within 50 feet of its origin space. It performs a to-hit roll of 1d20+15 versus each creature's Armor Class. No creature within this trap's reach ever benefits from Cover, as the trap is assumed to be designed such that it has clear reach to all squares. If it hits, the creature suffers 2d8+8 points of piercing (physical, common) damage, and becomes Immobilized until the end of the next round, as the piercing appendage that struck the target impales through them and into the ground, going rigid. The Immobilized condition can be cleared normally, as described on the condition's "Ended-By" section. Creatures that are not struck suffer no damage or conditions. |
Anti-Tamper: Frantic Swatting (Su) Triggered Immediate Action |
The first time each round that a Bladed Terror trap is the target of a Sunder maneuver (whether it hits or misses) or is targeted by a failed Dismantle Trap maneuver, it lashes out with a clumsy, frantic, swat by one of its bladed legs against its attacker(s) in a desperate attempt at defending itself. As an Immediate Action, it performs a melee touch attack, rolling a 1d20 + 19 vs. AC (always hits on a 17+ on the die) versus the disarming creature's Armor Class. If it hits, the attacked creature suffers 2d8+8 points of bludgeoning (physical, common) damage, and is pushed 1d4 spaces away from the trap's origin space. |
Reset: Death Throes (Ex) Triggered Free Action |
At the end of any round in which there are no allied creatures present, the trap thrashes and stabs its legs wildly, stabbing at anything it can reach. It performs a to-hit roll rolling 1d20+15 against the Armor Class of every creature within 50 feet of its space (friend or foe). If it hits, the creature suffers 2d10+13 points of piercing (physical, common) damage, as the leg impales them and then goes inert and vanishes. Creatures which are not struck suffer no damage from this attack. Following this frenzy, the trap goes inert, the various bladed appendages vanishing and the trap resets itself for a minimum of ten combat rounds (1 minute or more out of combat, at the GM's discretion.) |
On Destruct: Sticky Webbing (Su) Triggered Free Action |
Upon being reduced to 0 or fewer Durability points, the trap spews out a blob of sticky webbing in a 15-foot radius of its origin space (a 7x7x7 cube, assuming the origin space is sized-medium or smaller). All creatures in the affected area (friend or foe) must make a Reflex save versus a DC of 19, or become Immobilized until the end of the next round, or until the Immobilized victim suffers any amount of fire (energy, common) damage. In addition, while Immobilized by the sticky webbing, the creature suffers a -2 penalty to its Armor Class versus all attacks. |
Bladed Terror Trap
A Bladed Terror Trap is a sort of animated trap that almost seems alive, there is so much effort placed into its construction. It is not quite as mobile as a Golem or an Animated Object, but it's close. This horrible monstrosity consists of dozens of 25-foot-long, bladed tentacles, tongues, arms, or legs attached to the ceiling, wall, floor, or other surface of the room, which stab out at nearby enemies with a malicious awareness. Obviously, the ceiling must be fairly low for this trap to work well, although GMs may deploy this trap so that the stabbers emerge from a wall, ceiling, or honestly, any solid surface they are able to clearly define for their players. Before it is activated, such a trap is hard to spot, the various striking appendages reduced to stylized designs upon various surfaces, or even less. This subtlety is reflected in the trap's good Detect Trap target DC.
This sort of highly-magical animated trap is often used by foes with a high degree of magical aptitude, and/or with some connection to arcane or even divine power as part of their background. Or, maybe, a group of bandits just stole it. Whatever story fits the setting the GM is weaving totally works!
Origin Space
A Bladed Terror Trap usually has a control console installed on a wall or pedestal within the room where the trap is active. This is obvious and fixed, unless there is some complication to the trap that makes it less obvious. The controls are complex, often being a myriad of levers and/or buttons of normal or unsettling design, which, as usual for a trap, requires some degree of skill to work out while under duress... such as the trap trying to stab you to death.
Rewards
XP: 6,400
Treasure: Sellable Goods worth 5,125 gp.
- Weight: 90 lbs. Volume: 4 cu. ft.
- Trap
- Trap-CR-01
- Trap-CR-02
- Trap-CR-03
- Trap-CR-04
- Trap-CR-05
- Trap-CR-06
- Trap-CR-07
- Trap-CR-08
- Trap-CR-09
- Trap-CR-10
- Trap-CR-11
- Trap-CR-12
- Trap-CR-13
- Trap-CR-14
- Trap-CR-15
- Trap-CR-16
- Trap-CR-17
- Trap-CR-18
- Trap-CR-19
- Trap-CR-20
- Trap-CR-21
- Trap-CR-22
- Trap-CR-23
- Trap-CR-24
- Trap-CR-25
- Trap-CR-26
- Trap-CR-27
- Trap-CR-28
- Trap-CR-29
- Trap-CR-30
- Trap-CR-31
- Trap-CR-32
- Trap-CR-33
- Trap-CR-34
- Trap-CR-35
- Trap-CR-36
- Trap-CR-37
- Trap-CR-38
- Trap-CR-39
- Trap-CR-40