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Hazards

Spike Launcher

Cantrip

commonMechanicalTrap

Four hidden launchers wired to a trip line, each loaded to spit a spike at anything that crosses. Trip the wrong thread and the volley comes from every angle at once.

Disable DC 16 Thievery to disable one of the four launchers, or DC 12 Acrobatics to step over a trip line (this doesn't disarm the trap, but avoids triggering it).

Spike [Reaction]

Level 0 · Complexity Simple

Stealth DC 19

Disable

  • Thievery DC 16 — to disable one of the four launchers
  • Acrobatics DC 12 — to step over a trip line (this doesn’t disarm the trap, but avoids triggering it)

AC 16

HP 16 · Hardness 3

Immunities critical hits, object immunities, precision damage

Trigger A creature crosses one of the trip lines

Effect A spike launches along the trip line’s path against the triggering creature, making a ranged Strike. **Ranged** spike +11 (range 20 feet), **Damage** 2d6+3 piercing