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Hazards

Centipede Carcasses Trap

Level 5

commonComplexMechanicalTrap

Three dried centipede husks hang rigged to springy wire, their countless legs cocked back like loaded darts waiting for someone to brush past.

Disable DC 23 Nature (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 Thievery (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds. Each carcass has Hardness 12 and 20 HP (BT 10).

Volley of Legs [Reaction]

Level 5 · Complexity Complex

Stealth +11 (trained)

Disable

  • Nature DC 23 (trained) — to bend the centipede carapace so the wire can't pull out any more legs
  • Thievery DC 21 (expert) — to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds.

AC 22

HP 20 · Hardness 12

Immunities critical hits, object immunities, precision damage.

Trigger A carcass is touched or jostled

Effect Each creature within 30 feet of any centipede carcass takes 4d4 piercing damage (DC 22 basic Reflex save), and the area becomes difficult terrain due to the many sharpened legs on the ground. Each creature that Strides more than 10 feet through the area must succeed at a DC 20 Acrobatics check or take 1d4 piercing damage. The trap then rolls initiative.