Bladed Terror Trap

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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
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 +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 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.

Anti-Tamper: Frantic Swatting (Su) Triggered Immediate Action
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 1d20 + 19 vs. AC (always hits on a 17+ on the die) 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 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 a D20 plus Template:To-Hit+5 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 Template: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.)

On Destruct: Sticky Webbing (Su) Triggered Free Action
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 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 its close. This horrible monstrosity consists of dozens of 25-foot-long, bladed tentacles 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, and solid sufrace they are able to clearly define for their players.

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 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.

Rewards

XP: 6,400

Treasure: Sellable Goods worth 5,125 gp.

Weight: 90 lbs.     Volume: 4 cu. ft.