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.
Basic
Arrow Trap: CR 1;
mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow);
Search 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); Search DC 24; Disable Device DC 20. Market Price: 1,800
gp.
Deeper
Pit Trap: CR 1;
mechanical; location trigger; manual reset; hidden switch bypass (Search DC 25);
DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5-ft. squares); Search 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);
Search 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);
Search 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); Search DC 22; Disable Device DC 20. Market Price: 1,300 gp.
Portcullis
Trap: CR 1;
mechanical; location trigger; manual reset; Atk +10 melee (3d6); Search 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); Search 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); Search 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); Search 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);
Search 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); Search
DC 20; Disable Device DC 20. Market Price: 500 gp.
Wall
Blade Trap: CR 1;
mechanical; touch trigger; automatic reset; hidden switch bypass (Search DC 25);
Atk +10 melee (2d4/x4, scythe); Search DC 22; Disable Device DC 22. Market
Price: 2,500 gp.
Box
of Brown Mold: CR 2;
mechanical; touch trigger (opening the box); automatic reset; 5-ft. cold aura
(3d6, cold nonlethal); Search 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); Search 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); Search 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); Search 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); Search
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);
Search 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); Search 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); Search 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); Search 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);
Search 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);
Search 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); Search DC 27; Disable Device DC 20. Market Price: 4,400
gp.
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); Search 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); Search 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);
Search 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); Search 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); Search
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); Search 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); Search 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); Search 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); Search 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); Search 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);
Search 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); Search DC 25; Disable Device DC 20. Market Price: 5,400 gp.
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); Search
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); Search 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); Search 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.); Search 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); Search 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); Search 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);
Search 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); Search 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); Search 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);
Search 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; Search 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);
Search DC 18; Disable Device DC 25. Market Price: 7,200 gp.
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); Search 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); Search 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); Search 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); Search 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); Search 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); Search 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); Search DC
19; Disable Device DC 25. Market Price: 18,000 gp.
Moving
Executioner Statue: CR
5; mechanical; location trigger; automatic reset; hidden switch bypass (Search
DC 25); Atk +16 melee (1d12+8/x3, greataxe); multiple targets (both arms
attack); Search 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); Search 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); Search 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); Search 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);
Search 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); Search
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);
Search DC 20; Disable Device DC 16. Market Price: 9,000 gp.
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); Search DC 14; Disable
Device DC 16. Market Price: 15,000 gp.
Compacting
Room: CR 6;
mechanical; timed trigger; automatic reset; hidden switch bypass (Search 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); Search 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); Search 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); Search 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.); Search 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); Search 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); Search 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); Search DC 20; Disable Device DC 20. Market Price: 6,000 gp.
Whirling
Poison Blades: CR 6;
mechanical; timed trigger; automatic reset; hidden lock bypass (Search DC 25,
Open Lock DC 30); Atk +10 melee (1d4+4/19–20 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); Search 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);
Search 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);
Search DC 20; Disable Device DC 16. Market Price: 17,400 gp.
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); Search 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); Search 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); Search
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); Search 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); Search 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); Search
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); Search 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), Search 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; Search 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); Search DC 27; Disable Device DC 18. Market Price: 24,500 gp.
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);
Search 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);
Search 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); Search 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); Search 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); Search 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), Search 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); Search 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); Search
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); Search 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); Search DC 32; Disable
Device DC 32. Cost: 46,000 gp, 3,680 XP.
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); Search 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); Search 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); Search 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); Search 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
(Search 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); Search DC
20; Disable Device DC 20. Market Price: 11,910 gp.
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); Search 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); Search 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); Search 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); Search 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 (Search 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); Search 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); Search DC 34; Disable Device DC
34. Cost: 76,500 gp, 6,120 XP.