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Hazards

Animal Pit

Cantrip

commonMechanicalTrap

A camouflaged trapdoor over a pit, kept ready to swallow one victim after another. The cover snaps shut behind each fall, hungry for the next.

Stealth DC 18 (DC 14 if the trap has been activated within the last day, or 0 if the trap door is disabled or broken).

Disable DC 12 Thievery to remove the trap door.

Pitfall [Reaction]

Reset The trapdoors automatically reset to their closed position once a creature falls in, allowing for more creatures to fall in, though any camouflage on the trap door falls in as well, making it easier for creatures to notice the trap door.

Level 0 · Complexity Simple

Stealth DC 18 — (DC 14 if the trap has been activated within the last day, or 0 if the trap door is disabled or broken )

Disable Thievery DC 12 — to remove the trap do

AC 10

HP 12 · Hardness 3

Immunities critical hits, object immunities, precision damage

Trigger A creature weighing at least 20 pounds walks onto the trap door

Effect The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling.

Reset The trapdoors automatically reset to their closed position once a creature falls in, allowing for more creatures to fall in, though any camouflage on the trap door falls in as well, making it easier for creatures to notice the trap door.