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Hazards

Spiky Pit Trap

Level 4

uncommonMechanicalTrap

Stealth DC 18 (trained)

Disable DC 18 Thievery (trained) to manually trigger the trap without falling in, or DC 25 Thievery (trained) to secure the hide so the trap doesn't activate

Pitfall [Reaction]


Reset Creatures can still fall into the trap, but the hide that covers it must be reset manually (a 10-minute activity) for the trap to become hidden again.

Level 4 · Complexity Simple

Stealth DC 18 (trained)

Disable

  • Thievery DC 18 (trained) — to manually trigger the trap without falling in
  • Thievery DC 25 (trained) — to secure the hide so the trap doesn't activate

Trigger A creature or other large weight (such as the rushing waters of the previous trap) moves onto the gravel-covered hide

Effect The triggering creature or object falls in and takes falling damage (10 bludgeoning damage) and is targeted by a spike's Strike. A falling creature can attempt to Grab an Edge with a DC 20 Reflex save (this becomes a DC 22 Reflex save if rushing waters are pouring into the pit). **Melee** [Single Action] spike +14, **Damage** 4d8 piercing

Reset Creatures can still fall into the trap, but the hide that covers it must be reset manually (a 10-minute activity) for the trap to become hidden again.