Sample Traps

The costs listed for mechanical traps are market prices; those for magical 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.

Additional Note: No trap criteria (Atk bonuses, Search/Disable DCs, etc.) have been changed except to conform to the new rules (falling objects have a Reflex save instead of an attack bonus), but a couple statblocks were inaccurate, some of the pit traps do not note that they affect multiple targets (even though they should), and some CRs are incorrect as listed in the DMG; these have been fixed. Also, due to the changes to the poison CRs, some traps using poison have also had their CRs changed; these are also noted. All traps with contact poison (doorknob smeared with contact poison, e.g.) are listed as 0 cost because it takes no time or effort to "create" the trap - the only expenditure is buying the poison.

CR 1 Traps
CR 2 Traps
CR 3 Traps
CR 4 Traps
CR 5 Traps
CR 6 Traps
CR 7 Traps
CR 8 Traps
CR 9 Traps
CR 10 Traps
CR 12 Traps




CR 1 Traps

Basic Arrow Trap: CR 1; small, moderate, mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20. Market Price: 1,000 gp.

Deeper Pit Trap: CR 1; medium, simple, 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: 750 gp.

Fusillade of Darts: CR 1; medium, simple, 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: 250 gp.

Large Net Trap: CR 1; medium, simple, mechanical; location trigger; manual reset; DC 16 Reflex save avoids (entangled); Search DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail the Reflex save. Market Price: 800 gp.

Poison Dart Trap: CR 2; small, simple, mechanical; location trigger; manual reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, mild neurotoxin; DC 12, onset 2d6-1 minutes; check 4d8 minutes; 1d3 Con damage/1d3 Con damage); Search DC 20; Disable Device DC 18. Market Price: 150 gp.

Portcullis Trap: CR 1/2; medium, simple, mechanical; location trigger; manual reset; DC 17 Reflex save avoids (3d6); Search DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway. Market Price: 350 gp.

Razorwire across Hallway: CR 1; medium, simple, mechanical; location trigger; no reset; DC 18 Reflex save avoids (1d8+1/10th speed); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15. Market Price: 100 gp.

Rolling Rock Trap: CR 1; medium, simple, mechanical; location trigger; manual reset; DC 17 Reflex save avoids (2d6); Search DC 20; Disable Device DC 22. Market Price: 550 gp.

Scything Blade Trap: CR 1; small, moderate, mechanical; location trigger; automatic reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20. Market Price: 650 gp.

Spear Trap: CR 1; small, simple, 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: 700 gp.

Swinging Block Trap: CR 1; small, simple, mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20. Market Price: 250 gp.

Wall Blade Trap: CR 1; small, moderate, 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: 1,250 gp.


CR 2 Traps

Box of Brown Mold: CR 2; small, simple, mechanical; touch trigger (opening the box); automatic reset; 5-ft. cold aura (3d6, cold nonlethal); Search DC 22; Disable Device DC 16. Market Price: 375 gp.

Bricks from Ceiling: CR 2; medium, simple, mechanical; touch trigger; repair reset; DC 17 Reflex save avoids (2d6, bricks*); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 600 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.

Camouflaged Pit Trap: CR 2; medium, simple, mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 24; Disable Device DC 20. Market Price: 950 gp.

Camouflaged Pit Trap: CR 2; medium, simple, 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: 950 gp.

Ceiling Pendulum: CR 2; small, moderate, mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27. Market Price: 2,350 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.

Javelin Trap: CR 2; small, simple, mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18. Market Price: 650 gp.

Pit Trap: CR 2; medium, moderate, mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable Device DC 20. Market Price: 1,400 gp.

Spiked Pit Trap: CR 2; medium, simple, 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: 550 gp.

Tripping Chain: CR 2; small, moderate, mechanical; location trigger; automatic reset; multiple Traps[[/size]] (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: 1,600 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.


CR 3 Traps

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.

Camouflaged Pit Trap: CR 3; medium, moderate, 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: 1,900 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.

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.

Hail of Needles: CR 3; small, simple, mechanical; location trigger; manual reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22. Market Price: 950 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.

Pit Trap: CR 3; medium, difficult, mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable Device DC 20. Market Price: 3,200 gp.

Poison Needle Trap: CR 3; small, simple, mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison); poison (greenblood oil, mild neurotoxin; DC 13, onset 2d4 minutes; check 4d6 minutes; 1 Con damage/1d2 Con damage); Search DC 22; Disable Device DC 20. Market Price: 1,300 gp.

Spiked Pit Trap: CR 3; medium, simple, 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: 750 gp.

Stone Blocks from Ceiling: CR 3; small, simple, mechanical; location trigger; repair reset; Reflex save DC 20 avoids (3d8, stone blocks); Search DC 25; Disable Device DC 20. Market Price: 450 gp. (Note: damage has been changed from 4d6 to conform with the new system; this is treated as 300 lbs of stone blocks.)

Well-Camouflaged Pit Trap: CR 3; medium, simple, mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 27; Disable Device DC 20. Market Price: 1,150 gp.



CR 4 Traps

Bestow Curse Trap: CR 4; magic device; touch trigger (detect alignment); 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.

Camouflaged Pit Trap: CR 4; medium, moderate, 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: 2,100 gp.

Collapsing Column: CR 4; medium, simple, mechanical; touch trigger (attached); no reset; DC 20 Reflex save avoids (6d6, stone blocks); Search DC 20; Disable Device DC 24. Market Price: 850 gp.

Fusillade of Darts: CR 4; large, simple, 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: 2,700 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.

Pit Trap: CR 4; medium, difficult, mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20. Market Price: 3,600 gp.

Poison Needle Trap: CR 4; small, simple, mechanical; touch trigger; repair reset; lock bypass (Disable Device DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, moderate soporific; DC 14, onset 1d2 minutes; check 3d4 minutes; 1 Con damage/unconsciousness 1d6 hours); Search DC 22; Disable Device DC 17. Market Price: 600 gp.

Poisoned Arrow Trap: CR 4; small, simple, mechanical; touch trigger; manual reset; lock bypass (Disable Device DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, moderate incapacitating; DC 18, onset 1d6 rounds; check 2d4 minutes; 1d6 Str damage/1d6 Str damage); Search DC 19; Disable Device DC 15. Market Price: 250 gp.

Poisoned Dart Trap: CR 4; medium, simple, 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, mild incapacitating; DC 12, onset 1d8 rounds; check 5d6 rounds; 1d2 Dex damage/1d2 Dex damage); Search DC 21; Disable Device DC 22. Market Price: 1,500 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; medium, difficult, mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (DC 15 Reflex save avoids, 1d4 spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20. Market Price: 1,100 gp.

Wall Scythe Trap: CR 4; small, moderate, mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18. Market Price: 2,100 gp.

Water-Filled Room Trap: CR 4; huge, difficult, 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: 13,700 gp.

Wide-Mouth Spiked Pit Trap: CR 4; large, simple, mechanical; location trigger; manual reset; DC 25 Reflex save avoids*; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (DC 15 Reflex save avoids, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable Device DC 25. Market Price: 1,625 gp.

CR 5 Traps

Camouflaged Pit Trap: CR 5; medium, moderate, 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: 2,200 gp.

Compacting Room: CR 5; huge, difficult, 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: 14,400 gp.

Doorknob Smeared with Contact Poison: CR 5; small, simple, mechanical; touch trigger (attached); manual reset; poison (nitharit, moderate neurotoxin; DC 15, onset 1d6 rounds; check 2d6 minutes; 1d3 Con damage/2d6 Con damage); Search DC 25; Disable Device DC 19. Market Price: 0 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.

Moving Executioner Statue: CR 5; medium, moderate, 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: 4,500 gp.

Poison Wall Spikes: CR 4; medium, moderate, 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, moderate incapacitating; DC 14, onset 1d6+1 rounds; check 2d4 minutes; 1d4 Str damage/1d4 Str damage); Search DC 17; Disable Device DC 21. Market Price: 2,500 gp. (Note: the CR includes +1 for the spikes.)

Spiked Pit Trap: CR 5; medium, moderate, 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: 2,700 gp.


CR 6 Traps
Built-to-Collapse Wall: CR 6; large, simple, mechanical; proximity trigger; no reset; DC 20 Reflex save avoids (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 14; Disable Device DC 16. Market Price: 375 gp.

Falling Block Trap: CR 6; large, simple, mechanical; location trigger; manual reset; DC 20 Reflex save avoids (4d8, stone blocks); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25. Market Price: 4,500 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.

Flooding Room Trap: CR 6; huge, difficult, mechanical; proximity trigger; automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; liquid, Search DC 20; Disable Device DC 25. Note: Room floods in 4 rounds. Market Price: 14,000 gp.

Fusillade of Spears: CR 6; large, simple, 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: 3,900 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.

Phantasmal Killer Trap: CR 6; magic device; proximity trigger (alarm covering the entire room); automatic reset; spell effect (phantasmal killer, 9th-level wizard, DC 19 Will save for disbelief and DC 19 Fort save for partial effect); Search DC 30; Disable Device DC 30. Cost: 27,000 gp.

Pit Trap: CR 6; medium, complex, mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 6,000 gp.

Spiked Blocks from Ceiling: CR 6; large, simple, mechanical; location trigger; repair reset; DC 20 Reflex save avoids (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 24; Disable Device DC 20. Market Price: 1,200 gp.

Spiked Pit Trap (80 ft. Deep): CR 6; medium, difficult, mechanical; location trigger, manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (DC 15 Reflex save avoids, 1d4 spikes for 1d4+5 each); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 3,800 gp.

Ungol Dust Vapor Trap: CR 6; huge, moderate, 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, moderate hallucinogenic; DC 15, onset 2d4 minutes; check 2d6 minutes; 1 Cha damage/1d6 Cha damage + 1 Cha drain); Search DC 20; Disable Device DC 16. Market Price: 3,200 gp.

Well-Camouflaged Pit Trap: CR 6; medium, difficult, 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: 7,400 gp.

Wide-Mouth Pit Trap: CR 6; large, moderate, 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: 6,300 gp.

Wyvern Arrow Trap: CR 6; small, moderate, mechanical; proximity trigger; manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison (wyvern poison, strong neurotoxin; DC 19, onset 1d6 rounds; check 2d8 rounds; 2d6 Con damage/2d6 Con damage); Search DC 20; Disable Device DC 16. Market Price: 1,200 gp.


CR 7 Traps

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.

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.

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.

Burnt Othur Vapor Trap: CR 7; huge, simple, 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, strong neurotoxin; DC 18, onset 2d4 hours; check 4d8 minutes; 1 Con drain/3d6 Con damage); Search DC 21; Disable Device DC 21. Market Price: 3,200 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.

Lock Covered in Dragon Bile: CR 7; small, simple, mechanical; touch trigger (attached); no reset; poison (dragon bile, deadly incapacitating; DC 26, onset 1d2 rounds; check 3d6 rounds; 3d6 Str damage/2d6 Str damage + 1 Str drain); Search DC 27; Disable Device DC 16. Market Price: 0 gp.

Spiked Pit Trap (100 Ft. Deep): CR 7; medium, complex, mechanical; location trigger, manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (DC 15 Reflex save avoids, 1d4 spikes per target for 1d4+5 each); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 1,050 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.

Water-Filled Room: CR 7; huge, moderate, mechanical; location trigger; manual reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); liquid; Search DC 20; Disable Device DC 25. Market Price: 8,000 gp.

Well-Camouflaged Pit Trap: CR 7; medium, complex, mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 27; Disable Device DC 18. Market Price: 9,000 gp.

Whirling Poison Blades: CR 7; medium, difficult, mechanical; timed trigger; automatic reset; hidden lock bypass (Search DC 25, Disable Device DC 30); Atk +10 melee (1d4+4/19–20 plus poison, dagger); poison (purple worm venom, deadly incapacitating; DC 24, onset 1d3 rounds; check 3d6 rounds; 3d6 Str damage/reduce Str to 0); multiple targets (one target in each of three preselected 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 5,400 gp.


CR 8 Traps

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. Note: This trap is really two CR 6 acid arrow traps that fire simultaneously, using the same trigger and reset.

Drawer Handle Smeared with Contact Poison: CR 8; small, simple, mechanical; touch trigger (attached); manual reset; poison (black lotus extract, strong neurotoxin; DC 20, onset 1d3 rounds; check 3d8 rounds; 3d6 Con damage/3d6 Con damage); Search DC 18; Disable Device DC 26. Market Price: 0 gp.

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.

Fusillade of Greenblood Oil Darts: CR 8; large, simple, mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, mild neurotoxin; DC 13, onset 2d4 minutes; check 4d6 minutes; 1 Con damage/1d2 Con damage); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area); Search DC 25; Disable Device DC 25. Market Price: 3,600 gp.

Insanity Mist Vapor Trap: CR 8; huge, simple, mechanical; location trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round); poison (insanity mist, moderate hallucinogenic; DC 15, onset 1d6 minutes; check 3d4 minutes; 1d4 Wis damage/2d4 Wis damage); Search DC 25; Disable Device DC 20. Market Price: 1,800 gp.

Power Word, Stun Trap: C-R 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.

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.

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.

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.


CR 9 Traps

Deathblade Wall Scythe: CR 9; small, simple, mechanical; touch trigger; manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade, strong neurotoxin; DC 20, onset 1d4 rounds; check 4d8+1 rounds; 1d6 Con damage/2d6 Con damage); Search DC 24; Disable Device DC 19. Market Price: 900 gp.

Dropping Ceiling: CR 9; huge, moderate, 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: 3,600 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.

Wide-Mouth Pit Trap: CR 9; large, complex, 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: 22,500 gp.

Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; large, difficult, mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Disable Device 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 (DC 15 Reflex save avoids, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp venom, moderate incapacitating; DC 18, onset 1d6 rounds; check 2d6 rounds; 1d6 Dex damage/1d6 Dex damage); Search DC 20; Disable Device DC 20. Market Price: 6,300 gp.


CR 10 Traps

Crushing Room: CR 10; huge, difficult, 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: 11,600 gp.

Crushing Wall Trap: CR 10; huge, difficult, mechanical; location trigger; automatic reset; crushing wall (18d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. square); never miss; onset delay (2 rounds); Search DC 20; Disable Device DC 25. Market Price: 10,000 gp.

Destruction Trap: CR 10; magic device; touch trigger (alarm); automatic reset; spell effect (destruction, 17th-level cleric, DC 27 Fortitude save for 10d6 damage); Search DC 34; Disable Device DC 34. Cost: 76,500 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: 76,500 gp.

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 chain devil); spell effect (forcecage, 13th-level wizard), spell effect (summon monster VII, 13th-level wizard, chain devil); Search DC 32; Disable Device DC 32. Cost: 241,000 gp. Note: This trap is really one CR 8 trap that creates a forcecage and a second CR 8 trap that summons a chain devil in the same area. If both succeed, the chain devil appears inside the forcecage. These effects are independent of each other.

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.


CR 12 Traps

Poisoned Spiked Pit Trap: CR 12; medium, moderate, mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Disable Device 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 (DC 15 Reflex save avoids, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm venom, deadly incapacitating; DC 24, onset 1d3 rounds; check 3d6 rounds; 3d6 Str damage/reduce Str to 0); Search DC 16; Disable Device DC 25. Market Price: 2,500 gp.

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