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 its 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 GM's 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 styized designs upon various surfaces, or even less. This subtlety is reflected in the traps good stealth abilities.
| 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 Stabbing 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 which 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...like the trap trying to stab you to death.
| 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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   <!-- Values: Y or leave blank; Y means it selects only enemies (PCs) with its attacks, while blank means it cannot discriminate between friend or foe -->
   <!-- Values: Y or leave blank; Y means it selects only enemies (PCs) with its attacks, while blank means it cannot discriminate between friend or foe -->


| Default-Attack-Description = At the end of any round in which the Bladed Terror trap has taken no Sunder or Disarm damage, it 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 a D20 plus {{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 leg which struck them 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 which are not struck are unaffected.
| 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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   <!-- Values: Y or leave blank; Y means it selects only enemies (PCs) with its attacks, while blank means it cannot discriminate between friend or foe -->
   <!-- Values: Y or leave blank; Y means it selects only enemies (PCs) with its attacks, while blank means it cannot discriminate between friend or foe -->


| Anti-Tamper-Description = Each time a Bladed Terror trap suffers Disarm damage, 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. It performs a melee touch attack to-hit roll of {{Touch-Attack}} versus each disarming creature's Armor Class. (If one or more people are Assisting with the Disarm roll, for example, it attacks all of them, once each.) 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.
| 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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   <!-- Values: Y or leave blank; Y means it selects only enemies (PCs) with its attacks, while blank means it cannot discriminate between friend or foe -->
   <!-- Values: Y or leave blank; Y means it selects only enemies (PCs) with its attacks, while blank means it cannot discriminate between friend or foe -->


| 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 a D20 plus {{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 are unaffected. 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.)
| 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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   <!-- Values: Y or leave blank; Y means it selects only enemies (PCs) with its attacks, while blank means it cannot discriminate between friend or foe -->
   <!-- Values: Y or leave blank; Y means it selects only enemies (PCs) with its attacks, while blank means it cannot discriminate between friend or foe -->


| On-Destruction-Description = Upon being reduced to 0 or fewer Durability points, or, each time the trap suffers Sunder damage, it spews out a blob of sticky webbing from either the origin space or the closest portion of the trap's attack structure, whichever has clear line of effect. The attacker 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.
| 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
Detect Trap
27
(Spot DC)
Initiative
Initiative Icon 2.png
14
Man Def
Shield Icon 3.png
24
Durability
85
Eye-clipart.png 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

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.