[the world]

Traps

Traps are a common danger in dungeon environments. From gouts of whiteHot flame to hails of poisoned darts, traps can serve to protect valuable treasure or stop intruders from proceeding.

Elements of a Trap

All traps—mechanical or magical—have the following elements: CR, type, Perception DC, Disable Device DC, trigger, reset, and effect. Some traps might also include optional elements, such as poison or a bypass. These characteristics are described below.

Types of Traps

A trap can be either mechanical or magical in nature.

Mechanical

Dungeons are frequently equipped with deadly mechanical (nonmagical) traps. A trap typically is defined by its location and triggering conditions, how hard it is to spot before it goes off, how much damage it deals, and whether or not the characters receive a saving throw to mitigate its effects. Traps that attack with arrows, sweeping blades, and other types of weaponry make normal attack rolls, with specific attack bonuses dictated by the trap's design. A mechanical trap can be constructed by a PC through successful use of the Craft (traps) skill (see Designing a Trap).

Creatures that succeed on a Perception check detect a trap before it is triggered. The DC of this check depends on the trap itself. Success generally indicates that the creature has detected the mechanism that activates the trap, such as a pressure plate, odd gears attached to a door handle, and the like. Beating this check by 5 or more also gives some indication of what the trap is designed to do.

Magic

Many spells can be used to create dangerous traps. Unless the spell or item description states otherwise, assume the following to be true.

Magic traps are further divided into spell traps and magic device traps. Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Creating a magic device trap requires the Craft Wondrous Item feat.

Spell traps are simply spells that themselves function as traps. Creating a spell trap requires the services of a character who can cast the needed spell or spells, who is usually either the character creating the trap or an NPC spellcaster hired for that purpose.

Perception and Disable Device DCs

The builder sets the Perception and Disable Device DCs for a mechanical trap. For a magic trap, the values depend on the highest-level spell used.

Mechanical Trap

The base DC for both Perception and Disable Device checks is 20. Raising or lowering either of these DCs affects the CR (CR Modifiers for Mechanical Traps).

Magic Trap

The DC for both Perception and Disable Device checks is equal to 25 + the spell level of the highest-level spell used. Only characters with the trapfinding class feature can attempt a Disable Device check involving a magic trap.

Trigger

A trap's trigger determines how it is sprung.

Location

A location trigger springs a trap when someone stands in a particular square.

Proximity

This trigger activates the trap when a creature approaches within a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts, where the air is unusually still.

The proximity trigger used most often for magic device traps is the alarm spell. Unlike when the spell is cast, an alarm spell used as a trigger can have an area that's no larger than the area the trap is meant to protect.

Some magic device traps have special proximity triggers that activate only when certain kinds of creatures approach. For example, a detect good spell can serve as a proximity trigger on an evil altar, springing the attached trap only when someone of good alignment gets close enough to it.

Sound

This trigger springs a magic trap when it detects any sound. A sound trigger functions like an ear and has a +15 bonus on Perception checks. A successful Stealth check, magical silence, and other effects that would negate hearing defeat it. A trap with a sound trigger requires the casting of clairaudience during its construction.

Visual

This trigger for magic traps works like an actual eye, springing the trap whenever it "sees" something. A trap with a visual trigger requires the casting of arcane eye, clairvoyance, or true seeing during its construction. Sight range and the Perception bonus conferred on the trap depend on the spell chosen, as shown.

Spell Sight Range Perception Bonus
arcane eye Line of sight (unlimited range) +20
clairvoyance One preselected location +15
true seeing Line of sight (up to 120 ft.) +30

If you want the trap to see in the dark, you must either choose the true seeing option or add darkvision to the trap as well. (Darkvision limits the trap's sight range in the dark to 60 feet.) If invisibility, disguises, or illusions can fool the spell being used, they can fool the visual trigger as well.

Touch

A touch trigger, which springs the trap when touched, is one of the simplest kinds of trigger to construct. This trigger may be physically attached to the part of the mechanism that deals the damage or it may not. You can make a magic touch trigger by adding alarm to the trap and reducing the area of the effect to cover only the trigger spot.

Timed

This trigger periodically springs the trap after a certain duration has passed.

Spell

All spell traps have this kind of trigger. The appropriate spell descriptions explain the trigger conditions for traps that contain spell triggers.

Duration

Unless otherwise stated, most traps have a duration of instantaneous; once triggered, they have their effect and then stop functioning. Some traps have a duration measured in rounds. Such traps continue to have their listed effect each round at the top of the initiative order (or whenever they were activated, if they were triggered during combat).

Reset

A reset element is the set of conditions under which a trap becomes ready to trigger again. Resetting a trap usually takes only a minute or so. For a trap with a more difficult reset method, you should set the time and labor required.

No Reset

Short of completely rebuilding the trap, there's no way to trigger it more than once. Spell traps have no reset element.

Repair

To get the trap functioning again, you must repair it. Repairing a mechanical trap requires a Craft (traps) check against a DC equal to the one for building it. The cost for raw materials is one-fifth of the trap's original market price. To calculate how long it takes to fix a trap, use the same calculations you would for building it, but use the cost of the raw materials required for repair in place of the market price.

Manual

Resetting the trap requires someone to move the parts back into place. This is the kind of reset element most mechanical traps have.

Automatic

The trap resets itself, either immediately or after a timed interval.

Bypass (Optional Element)

If the builder of a trap wants to be able to move past the trap after it is created or placed, it's a good idea to build in a bypass mechanism: something that temporarily disarms the trap. Bypass elements are typically used only with mechanical traps; spell traps usually have builtIn allowances for the caster to bypass them.

Lock

A lock bypass requires a DC 30 Disable Device check to open.

Hidden Switch

A hidden switch requires a DC 25 Perception check to locate.

Hidden Lock

A hidden lock combines the features above, requiring a DC 25 Perception check to locate and a DC 30 Disable Device check to open.

Effect

The effect of a trap is what happens to those who spring it. This often takes the form of either damage or a spell effect, but some traps have special effects. A trap usually either makes an attack roll or forces a saving throw to avoid it. Occasionally a trap uses both of these options, or neither (see Never Miss).

Pits

These are holes (covered or not) that characters can fall into, causing them to take damage. A pit needs no attack roll, but a successful Reflex save (DC set by the builder) avoids it. Other save-dependent mechanical traps also fall into this category. Falling into a pit deals 1d6 points of damage per 10 feet of depth.

Pits in dungeons come in three basic varieties: uncovered, covered, and chasms. Pits and chasms can be defeated by judicious application of the Acrobatics skill, the Climb skill, or various mechanical or magical means.

Uncovered pits and natural chasms serve mainly to discourage intruders from going a certain way, although they cause much grief to characters who stumble into them in the dark, and they can greatly complicate nearby melee.

Covered pits are much more dangerous. They can be detected with a DC 20 Perception check, but only if the character is taking the time to carefully examine the area before walking across it. A character who fails to detect a covered pit is still entitled to a DC 20 Reflex save to avoid falling into it. If she was running or moving recklessly at the time, however, she gets no saving throw and falls automatically.

Trap coverings can be as simple as piled refuse (straw, leaves, sticks, garbage), a large rug, or an actual trap door concealed to appear as a normal part of the floor. Such a trap door usually swings open when enough weight (usually about 50 to 80 pounds) is placed upon it. Devious trap builders sometimes design trap doors so they spring back shut after they open. The trap door might lock once it's back in place, leaving the stranded character well and truly trapped. Opening such a trap door is just as difficult as opening a regular door (assuming the trapped character can reach it), and a DC 13 Strength check is needed to keep a springLoaded door open.

Pit traps often have something nastier than just a hard floor at the bottom. A trap designer might put spikes, monsters, or a pool of acid, lava, or even water at the bottom. For rules on pit spikes and other such add-ons, see the Miscellaneous Trap Features section.

Monsters sometimes live in pits. Any monster that can fit into the pit might have been placed there by the dungeon's designer, or might simply have fallen in and not been able to climb back out.

A secondary trap, mechanical or magical, at the bottom of a pit can be particularly deadly. Activated by a falling victim, the secondary trap attacks the already injured character when she's least ready for it.

Ranged Attack Traps

These traps fling darts, arrows, spears, or the like at whomever activated the trap. The builder sets the attack bonus. A ranged attack trap can be configured to simulate the effect of a composite bow with a high Strength rating, which provides the trap with a bonus on damage equal to its Strength rating. These traps deal whatever damage their ammunition normally does. If a trap is constructed with a high Strength rating, it has a corresponding bonus on damage.

Melee Attack Traps

These traps feature such obstacles as sharp blades that emerge from walls and stone blocks that fall from ceilings. Once again, the builder sets the attack bonus. These traps deal the same damage as the melee weapons they "wield." In the case of a falling stone block, you can assign any amount of bludgeoning damage you like, but remember that whoever resets the trap has to lift that stone back into place.

A melee attack trap can be constructed with a builtIn bonus on damage rolls, just as if the trap itself had a high Strength score.

Spell Traps

Spell traps produce the spell's effect. Like all spells, a spell trap that allows a saving throw has a save DC of 10 + spell level + caster's relevant ability modifier.

Magic Device Traps

These traps produce the effects of any spells included in their construction, as described in the appropriate entries. If the spell in a magic device trap allows a saving throw, its save DC is (10 + spell level) × 1.5. Some spells make attack rolls instead.

Special

Some traps have miscellaneous features that produce special effects, such as drowning for a water trap or ability damage for poison. Saving throws and damage depend on the poison or are set by the builder, as appropriate.

Miscellaneous Trap Features

Some traps include optional features that can make them considerably more deadly. The most common features are discussed below.

Alchemical Item

Mechanical traps might incorporate alchemical devices or other special substances or items, such as tanglefoot bags, alchemist's fire, thunderstones, and the like. Some such items mimic spell effects. If the item mimics a spell effect, it increases the CR as shown on CR Modifiers for Mechanical Traps.

Gas

With a gas trap, the danger is in the inhaled poison it delivers. Traps employing gas usually have the never miss and onset delay features.

Liquid

Any trap that involves a danger of drowning is in this category. Traps employing liquid usually have the never miss and onset delay features.

Multiple Targets

Traps with this feature can affect more than one character.

Never Miss

When the entire dungeon wall moves to crush you, your quick reflexes won't help, since the wall can't possibly miss. A trap with this feature has neither an attack bonus nor a saving throw to avoid, but it does have an onset delay. Most traps involving liquid or gas are of the never miss variety.

Onset Delay

An onset delay is the amount of time between when the trap is sprung and when it deals damage. A never miss trap always has an onset delay.

Poison

Traps that employ poison are deadlier than their nonpoisonous counterparts, so they have correspondingly higher CRs. To determine the CR modifier for a given poison, consult CR Modifiers for Mechanical Traps. Only injury, contact, and inhaled poisons are suitable for traps; ingested types are not. Some traps simply deal the poison's damage. Others deal damage with ranged or melee attacks as well.

Pit Spikes

Treat spikes at the bottom of a pit as daggers, each with a +10 attack bonus. The damage bonus for each spike is +1 per 10 feet of pit depth (to a maximum of +5). Each character who falls into the pit is attacked by 1d4 spikes. This damage is in addition to any damage from the fall itself, and the statistics presented above are merely the most common variant—some traps might have far more dangerous spikes at their bottom. Pit spikes add to the average damage of the trap (see Average Damage, below).

Pit Bottom

If something other than spikes waits at the bottom of a pit, it's best to treat that as a separate trap (see Multiple Traps) with a location trigger that activates on any significant impact, such as a falling character.

Touch Attack

This feature applies to any trap that needs only a successful touch attack (melee or ranged) to hit.

Sample Traps

The following sample traps represent just some of the possibilities when constructing traps to challenge the player characters.

Designing a Trap

Designing new traps is a simple process. Start by deciding what type of trap you want to create.

Table: CR Modifiers for Mechanical Traps
Feature CR Modifier
Perception DC
15 or lower
–1
16–20
21–25
+1
26–29
+2
30 or higher
+3
Disable Device DC
15 or lower
–1
16–20
21–25
+1
26–29
+2
30 or higher
+3
Reflex Save DC (Pit or Other Save-Dependent Trap)
15 or lower
–1
16–20
21–25
+1
26–29
+2
30 or higher
+3
Attack Bonus (Melee or Ranged Attack Trap)
+0 or lower
–2
+1 to +5
–1
+6 to +10
+11 to +15
+1
+16 to +20
+2
Touch attack
+1
Damage/Effect
Average damage +1 per 10 points of
average damage
Miscellaneous Features
Alchemical device Level of spell
mimicked
Automatic reset
+1
Liquid
+5
Multiple targets (non-damage)
+1
Never miss
+2
Proximity or visual trigger
+1
Poison
Black adder venom
+1
Black lotus extract
+8
Bloodroot
+1
Blue whinnis
+1
Burnt othur fumes
+6
Deathblade
+5
Dragon bile
+6
Giant wasp poison
+3
Greenblood oil
+1
Insanity mist
+4
Large scorpion venom
+3
Malyass root paste
+3
Medium spider venom
+2
Nitharit
+4
Purple worm poison
+4
Sassone leaf residue
+3
Shadow essence
+3
Small centipede poison
+1
Terinav root
+5
Ungol dust +3
Wyvern poison +5
Table: CR Modifiers for Magic Traps
Feature CR Modifier
Highest-level spell effect + Spell level
Damaging spell effect +1 per 10 points of average damage
Table: Cost Modifiers for Magic Device Traps
Feature Cost Modifier
Alarm spell used in trigger
One-Shot Trap
Each spell used +50 gp × caster level × spell level
Material components +Material component costs
Automatic Reset Trap
Each spell used +500 gp × caster level × spell level
Material components +Material component costs × 100
Table: Craft (Traps) DCs
Trap CR Base Craft (Traps) DC
1–5
20
6–10
25
11–15
30
16+
35
Additional Components Modifier to Craft (Traps) DC
Proximity trigger
+5
Automatic reset
+5
Mechanical Traps

Simply select the elements you want the trap to have and add up the adjustments to the trap's Challenge Rating that those elements require (see CR Modifiers for Mechanical Traps) to arrive at the trap's final CR. From the CR you can derive the DC of the Craft (traps) checks a character must make to construct the trap.

Magic Traps

As with mechanical traps, decide what elements you want and then determine the CR of the resulting trap (see CR Modifiers for Magic Traps). If a player character wants to design and construct a magic trap, he, or an ally, must have the Craft Wondrous Item feat. In addition, he must be able to cast the spell or spells that the trap requires—or he must be able to hire an NPC to cast the spells for him.

Challenge Rating of a Trap

To calculate the Challenge Rating of a trap, add all the CR modifiers (see CR Modifiers for Mechanical Traps or CR Modifiers for Magic Traps) to the base CR for the trap type.

Mechanical Trap

The base CR for a mechanical trap is 0. If your final CR is 0 or lower, add features until you get a CR of 1 or higher.

Magic Trap

For a spell trap or magic device trap, the base CR is 1. The highest-level spell used modifies the CR (see CR Modifiers for Magic Traps).

Average Damage

If a trap (mechanical or magical) does hit point damage, calculate the average damage for a successful hit and round that value to the nearest multiple of 10. If the trap is designed to hit more than one target, multiply this value by 2. If the trap is designed to deal damage over a number of rounds, multiply this value by the number of rounds the trap will be active (or the average number of rounds, if the duration is variable). Use this value to adjust the Challenge Rating of the trap, as indicated on CR Modifiers for Mechanical Traps. Damage from poison does not count toward this value, but extra damage from pit spikes and multiple attacks does.

For a magic trap, only one modifier applies to the CR—either the level of the highest-level spell used in the trap, or the average damage figure, whichever is larger.

Multiple Traps

If a trap is really two or more connected traps that affect approximately the same area, determine the CR of each one separately.

Multiple Dependent Traps

If one trap depends on the success of the other (that is, you can avoid the second trap by not falling victim to the first), characters earn XP for both traps by defeating the first one, regardless if the second one is also sprung.

Multiple Independent Traps

If two or more traps act independently (they do not depend on one another to activate), characters only earn XP for traps that they defeat.

Mechanical Trap Cost

The cost of a mechanical trap is 1,000 gp × the trap's Challenge Rating. If the trap uses spells in its trigger or reset, add those costs separately. If the trap cannot be reset, divide the cost in half. If the trap has an automatic reset, increase the cost by half (+50%). Particularly simple traps, such as pit traps, might have a greatly reduced cost, subject to GM discretion. Such traps might cost as little as 250 gp × the trap's Challenge Rating.

After you've determined the cost by Challenge Rating, add the price of any alchemical items or poison you incorporated into the trap. If the trap uses one of these elements and has an automatic reset, multiply the poison or alchemical item cost by 20 to provide an adequate supply of doses.

Multiple Traps

If a trap is really two or more connected traps, determine the final cost of each separately, then add those values together. This holds for both multiple dependent and multiple independent traps.

Magic Device Trap Cost

Building a magic device trap involves the expenditure of gp and requires the services of a spellcaster. Table: Cost Modifiers for Magic Device Traps summarizes the cost information for magic device traps. If the trap uses more than one spell (for instance, a sound or visual trigger spell in addition to the main spell effect), the builder must pay for them all (except alarm, which is free unless it must be cast by an NPC).

The costs derived from Cost Modifiers for Magic Device Traps assume that the builder is casting the necessary spells himself (or perhaps some other PC is providing the spells for free). If an NPC spellcaster must be hired to cast them, those costs must be factored in as well (see Equipment).

A magic device trap takes 1 day to construct per 500 gp of its cost.

Spell Trap Cost

A spell trap has a cost only if the builder must hire an NPC spellcaster to cast it.

Craft DCs for Mechanical Traps

Once you know the Challenge Rating of a trap, determine the Craft (traps) DC by referring to the values and modifiers given on Table: Craft (Traps) DCs.

Making the Checks

To determine how much progress a character makes on building a trap each week, that character makes a Craft (traps) check. See the Craft skill description for details on Craft checks and the circumstances that can affect them.

Wilderness Traps

Skilled hunters and trappers are adept at fashioning effective, if simple, traps from humble materials. Each wilderness trap has an associated terrain wherein the raw materials for the trap are commonplace. Within these associated terrains, the base cost of each trap is calculated in sp rather than gp. When in a trap's associated terrain, instead of paying 1/3 the item's price in raw materials, the trap maker can attempt a Survival check against the Craft DC of the trap. If the check is successful, the trap maker finds the necessary materials in the wild after 1d4 hours of foraging and can attempt a Craft (traps) check to build the trap, which takes another 1d4 hours. However, traps built with such crude materials don't last long without maintenance; they have a cumulative 1% chance to break for every hour they go without being tightened and reset (which requires 10 minutes of effort).

Sample Traps

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

CR 1 Traps

ARROW TRAP CR 1

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset none
Effect Atk +15 ranged (1d8+1/×3)

Camouflaged Pit Trap CR 1

Type mechanical; Perception DC 24; Disable Device DC 20
Trigger location; Reset manual;
Effect DC 20 Reflex save avoids; 10 ft. deep (1d6, fall);
Market Price 1,800 gp.

PIT TRAP CR 1

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

Fusillade of Darts CR 1

Type mechanical; Perception DC 14; Disable Device DC 20
Trigger location; Reset manual;
Effect Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares);
Market Price 500 gp.

Noisemaker CR 1

Type mechanical; Perception DC 16; Disable Device DC 15
Trigger location; Reset automatic
Effect cacophony (1 Atk +8 CMB against targets' CMD to perform a dirty trick causing the deafened condition); multiple targets (all targets in area); trap activates every round for 5 minutes, though deafened creatures are immune. The sound fills the entire chamber and grants a +4 circumstance bonus on all Stealth checks.

POISONED DART TRAP CR 1

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset none
Effect Atk +10 ranged (1d3 plus greenblood oil)

Poison Needle Trap CR 1

Type mechanical; Perception DC 22; Disable Device DC 20
Trigger touch; Reset manual;
Effect Atk +8 ranged (1 plus greenblood oil poison);
Market Price 1,300 gp.

Portcullis Trap CR 1

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual;
Effect Atk +10 melee (3d6); Damage applies only to those underneath the portcullis. Portcullis blocks passageway.
Market Price 1,400 gp.

Razor-Wire across Hallway CR 1

Type mechanical; Perception DC 22; Disable Device DC 15
Trigger location; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares);
Market Price 400 gp.

Rolling Rock Trap CR 1

Type mechanical; Perception DC 20; Disable Device DC 22
Trigger location; Reset manual;
Effect Atk +10 melee (2d6, rock);
Market Price 1,400 gp.

Scything Blade Trap CR 1

Type: mechanical; Perception DC 21; Disable Device DC 20
Trigger location; Reset automatic;
Effect Atk +8 melee (1d8/×3);
Market Price 1,700 gp.

Spear Trap CR 1

Type: mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual;
Effect Atk +12 ranged (1d8/×3, spear); 200-ft. max range, target determined randomly from those in its path
Market Price 1,200 gp.

SWINGING AXE TRAP CR 1

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +10 melee (1d8+1/×3); multiple targets (all targets in a 10-ft. line)

Swinging Block Trap CR 1

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger touch; Reset manual;
Effect Atk +5 melee (4d6, stone block);
Market Price 500 gp.

SWINGING LOG TRAP CR 1

Heroes of the Wild
Type mechanical; Perception DC 12; Disable Device DC 12
Trigger location; Reset manual; Associated Terrain forests or jungles
Effect Atk +5 melee (1d6+5/x2) and knocked prone; Reflex DC 15 negates prone condition

Wall Blade Trap CR 1

Type mechanical; Perception DC 22; Disable Device DC 22
Trigger touch; Reset automatic;
Effect hidden switch bypass (Perception DC 25); Atk +10 melee (2d4/×4, scythe);
Market Price 2,500 gp.

CR 2 Traps

Box of Brown Mold CR 2

Type mechanical;
Trigger touch (opening the box); Reset automatic;
Effect 5-ft. cold aura (3d6, cold nonlethal); Perception DC 22; Disable Device DC 16
Market Price 3,000 gp.

Bricks from Ceiling CR 2

Type mechanical;
Trigger touch; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); Perception DC 20; Disable Device DC 20
Market Price 2,400 gp.

BURNING HANDS TRAP CR 2

Type magic; Perception DC 26; Disable Device DC 26
Trigger proximity (alarm); Reset none
Effect spell effect (burning hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple targets (all targets in a 15-ft. cone)

Camouflaged Pit Trap CR 2

Type mechanical;
Trigger location; Reset manual;
Effect DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 24; Disable Device DC 19
Market Price 3,400 gp.

Inflict Light Wounds Trap CR 2

Type magic device;
Trigger touch; Reset automatic;
Effect spell effect (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage); Perception DC 26; Disable Device DC 26.
Market Cost 500 gp, 40 XP.

JAVELIN TRAP CR 2

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset none
Effect Atk +15 ranged (1d6+6)

Large Net Trap CR 2

Type mechanical;
Trigger location; Reset manual;
Effect Atk +5 melee (see note); Perception DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save
Market Price 3,000 gp.

Pit Trap CR 2

Type mechanical, location trigger; Reset manual;
Effect DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Perception DC 20; Disable Device DC 20
Market Price 2,000 gp.

Poison Needle Trap CR 2

Type mechanical;
Trigger touch; repair reset; lock bypass (Disable Device DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Perception DC 22; Disable Device DC 17
Market Price 4,720 gp.

SPIKED PIT TRAP CR 2

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

Strobe CR 2

Type mechanical; Perception DC 18; Disable Device DC 17
Trigger location; Reset automatic
Effect burst of intense light (1 Atk +8 CMB against targets' CMD to perform a dirty trick causing the dazzle condition); multiple targets (all targets in a 15-ft.-radius burst)

Tripping Chain CR 2

Type mechanical;
Trigger location; Reset automatic;
Effect multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain); Perception DC 15; Disable Device DC 18
Market Price 3,800 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.

Well-Camouflaged Pit Trap CR 2

Type mechanical;
Trigger location; repair reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Perception DC 27; Disable Device DC 20
Market Price 4,400 gp.

CR 3 Traps

ACID ARROW TRAP CR 3

Type magic; Perception DC 27; Disable Device DC 27
Trigger proximity (alarm); Reset none
Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)

Burning Hands Trap CR 3

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect spell effect (burning hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half damage); Perception DC 26; Disable Device DC 26.
Market Cost 2,500 gp.

CAMOUFLAGED PIT TRAP CR 3

Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset manual
Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

Ceiling Pendulum CR 3

Type mechanical; timed trigger; Reset automatic;
Effect Atk +15 melee (1d12+8/×3, greataxe); Perception DC 15; Disable Device DC 27
Market Price 14,100 gp.

DUAL SWINGING LOG TRAP CR 3

Heroes of the Wild
Type mechanical; Perception DC 15; Disable Device DC 15
Trigger location; Reset manual;
Effect Associated Terrain forests or jungles
Effect Atk +7 melee (1d6+5/.2) and knocked prone; Reflex DC 15 negates prone condition

Fire Trap CR 3

Type spell; spell trigger; no reset; spell effect (fire trap, 3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage); Perception DC 27; Disable Device DC 27.
Market Cost 85 gp to hire NPC spellcaster.

Extended Bane Trap CR 3

Type magic device;
Trigger proximity (detect good); Reset automatic;
Effect spell effect (extended bane, 3rd-level cleric, DC 13 Will save negates); Perception DC 27; Disable Device DC 27.
Market Cost 3,500 gp, 280 XP.

Ghoul Touch Trap CR 3

Type magic device;
Trigger touch; Reset automatic;
Effect spell effect (ghoul touch, 3rd-level wizard, DC 13 Fortitude save negates); Perception DC 27; Disable Device DC 27.
Market Cost 3,000 gp, 240 XP.

Hail of Needles CR 3

Type mechanical;
Trigger location; Reset manual;
Effect Atk +20 ranged (2d4); Perception DC 22; Disable Device DC 22
Market Price 5,400 gp.

LIFTING NET TRAP CR 3

Heroes of the Wild
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual;
Effect Associated Terrain jungles
Effect Atk +6 melee, targets are hit by a net (as the exotic ranged weapon). The net lifts the targets 10 feet off the ground, and the trailing rope is controlled by the trap (with a +5 Strength bonus); multiple targets (all targets in a 10-ft.-square area)

Pit Trap CR 3

Type mechanical, location trigger; Reset manual;
Effect DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Perception DC 20; Disable Device DC 20
Market Price 3,000 gp.

Poisoned Arrow Trap CR 3

Type mechanical;
Trigger touch; Reset manual;
Effect lock bypass (Disable Device DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con); Perception DC 19; Disable Device DC 15
Market Price 2,900 gp.

Spiked Pit Trap CR 3

Type mechanical;
Trigger location; Reset manual;
Effect 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); Perception DC 21; Disable Device DC 20
Market Price 3,600 gp.

Spring Tile CR 3

Type mechanical; Perception DC 22; Disable Device DC 20
Trigger location; Reset manual
Effect tile springs from floor (1 Atk melee +15 CMB against the target's CMD to bull rush Large or smaller targets straight up). If the bull rush moves the target high enough to strike the ceiling, the target takes 1d6 points of damage. The target takes 1d6 falling damage for every 10 feet bull rushed. The bull rushed target lands in a square adjacent to the spring tile and must make a DC 20 Reflex save to avoid falling prone.

Stone Blocks from Ceiling CR 3

Type mechanical;
Trigger location; repair reset; Atk +10 melee (4d6, stone blocks); Perception DC 25; Disable Device DC 20
Market Price 5,400 gp.

CR 4 Traps

Bestow Curse Trap CR 4

Type magic device;
Trigger touch (detect chaos); Reset automatic;
Effect spell effect (bestow curse, 5th-level cleric, DC 14 Will save negates); Perception DC 28; Disable Device DC 28.
Market Cost 8,000 gp, 640 XP.

Camouflaged Pit Trap CR 4

Type mechanical;
Trigger location; Reset manual;
Effect DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 25; Disable Device DC 17
Market Price 6,800 gp.

Collapsing Column CR 4

Type mechanical;
Trigger touch (attached); no reset; Atk +15 melee (6d6, stone blocks); Perception DC 20; Disable Device DC 24
Market Price 8,800 gp.

Electricity Arc Trap CR 4

Type mechanical; Perception DC 25; Disable Device DC 20
Trigger touch; Reset none
Effect electricity arc (4d6 electricity damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 30-ft. line)

Glyph of Warding (Blast) CR 4

Type 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.); Perception DC 28; Disable Device DC 28.
Market Cost 350 gp to hire NPC spellcaster.

INFECTED PUNJI PIT TRAP CR 4

Heroes of the Wild
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual;
Effect Associated Terrain jungles or plains
Effect 10-ft.-deep pit (1d6 falling damage); punji sticks (Atk +10 melee, 1d4 spikes per target for 1d4+2 damage each plus disease [filth fever]); Reflex DC 20 negates; multiple targets (all targets in a 10-ft.-square area)

Lightning Bolt Trap CR 4

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect
Effect (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage); Perception DC 28; Disable Device DC 28.
Market Cost 7,500 gp, 600 XP.

Magnetized Panel CR 4

Type mechanical; Perception DC 22; Disable Device DC 22
Trigger location; Reset automatic
Effect 10-ft.-square magnetic plate (1 Atk +16 CMB against the targets' CMD to disarm all held metal items); multiple targets (all targets in a 10-ft. square). Disarmed items fly to the plate and stick there. Disarmed items can be removed from plate with a DC 20 Strength check.

Pit Trap CR 4

Type mechanical, location trigger; Reset manual;
Effect DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); Perception DC 20; Disable Device DC 20
Market Price 4,000 gp.

Poisoned Dart Trap CR 4

Type mechanical;
Trigger location; Reset manual;
Effect 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, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex); Perception DC 21; Disable Device DC 22
Market Price 12,090 gp.

Sepia Snake Sigil Trap CR 4

Type spell; spell trigger; no reset; spell effect (sepia snake sigil, 5th-level wizard, DC 14 Reflex save negates); Perception DC 28; Disable Device DC 28.
Market Cost 650 gp to hire NPC spellcaster.

Spiked Pit Trap CR 4

Type mechanical;
Trigger location; Reset automatic;
Effect DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Perception DC 20; Disable Device DC 20
Market Price 4,000 gp.

Wall Scythe Trap CR 4

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset automatic reset
Effect Atk +20 melee (2d4+6/×4)
Market Price 17,200 gp.

Water-Filled Room Trap CR 4

Type mechanical;
Trigger location; Reset automatic;
Effect multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (5 rounds); liquid; Perception DC 17; Disable Device DC 23
Market Price 11,200 gp.

Wide-Mouth Spiked Pit Trap CR 4

Type mechanical;
Trigger location; Reset manual;
Effect 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); Perception DC 18; Disable Device DC 25
Market Price 7,200 gp.

CR 5 Traps

AVALANCHE TRAP CR 5

Heroes of the Wild
Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset manual;
Effect Associated Terrain mountains or underground
Effect 10-ft.-square area covered by avalanche (3d6 damage); Reflex DC 20 negates; multiple targets (all targets in 10-ft.-square slide zone); affected area becomes difficult terrain

Caltrop Burst CR 5

Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset none
Effect explosive burst of caltrops (4d6 damage; DC 17 Reflex save for half ); multiple targets (all targets in a 15-ft.-radius burst). After the trap is activated, the floor of the affected area is covered in caltrops.

Camouflaged Pit Trap CR 5

Type mechanical;
Trigger location; Reset manual;
Effect DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 25; Disable Device DC 17
Market Price 8,500 gp.

Doorknob Smeared with Contact Poison CR 5

Type mechanical;
Trigger touch (attached); Reset manual;
Effect poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); Perception DC 25; Disable Device DC 19
Market Price 9,650 gp.

Falling Block Trap CR 5

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +15 melee (6d6); multiple targets (all targets in a 10-ft. square)
Market Price 15,000 gp.

Fire Trap CR 5

Type spell; spell trigger; no reset; spell effect (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage); Perception DC 29; Disable Device DC 29.
Market Cost 305 gp to hire NPC spellcaster.

Fireball Trap CR 5

Type magic; Perception DC 28; Disable Device DC 28
Trigger proximity (alarm); Reset none
Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20-ft.-radius burst)
Market Cost 12,000 gp, 960 XP.

Flooding Room Trap CR 5

Type mechanical;
Trigger proximity; Reset automatic;
Effect no attack roll necessary (see note below); Perception DC 20; Disable Device DC 25. Note: Room floods in 4 rounds
Market Price 17,500 gp.

Fusillade of Darts CR 5

Type mechanical;
Trigger location; Reset manual;
Effect Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area); Perception DC 19; Disable Device DC 25
Market Price 18,000 gp.

Moving Executioner Statue CR 5

Type mechanical;
Trigger location; Reset automatic;
Effect hidden switch bypass (Perception DC 25); Atk +16 melee (1d12+8/×3, greataxe); multiple targets (both arms attack); Perception DC 25; Disable Device DC 18
Market Price 22,500 gp.

Phantasmal Killer Trap CR 5

Type magic device;
Trigger proximity (alarm covering the entire room); Reset automatic;
Effect spell effect (phantasmal killer, 7th-level wizard, DC 16 Will save for disbelief and DC 16 Fort save for partial effect); Perception DC 29; Disable Device DC 29.
Market Cost 14,000 gp, 1,120 XP.

Pit Trap CR 5

Type mechanical, location trigger; Reset manual;
Effect DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Perception DC 20; Disable Device DC 20
Market Price 5,000 gp.

Poison Wall Spikes CR 5

Type mechanical;
Trigger location; Reset manual;
Effect 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, DC 12 Fortitude save resists, 1d4 Str/1d4 Str); Perception DC 17; Disable Device DC 21
Market Price 12,650 gp.

Spiked Pit Trap CR 5

Type mechanical;
Trigger location; Reset manual;
Effect 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); Perception DC 21; Disable Device DC 20
Market Price 13,500 gp.

Spiked Pit Trap (80 Ft. Deep) CR 5

Type mechanical;
Trigger location, manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); Perception DC 20; Disable Device DC 20
Market Price 5,000 gp.

Ungol Dust Vapor Trap CR 5

Type mechanical;
Trigger location; Reset manual;
Effect gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain); Perception DC 20; Disable Device DC 16
Market Price 9,000 gp.

CR 6 Traps

Built-to-Collapse Wall CR 6

Type mechanical;
Trigger proximity; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); Perception DC 14; Disable Device DC 16
Market Price 15,000 gp.

Compacting Room CR 6

Type mechanical; timed trigger; Reset automatic;
Effect hidden switch bypass (Perception 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); Perception DC 20; Disable Device DC 22
Market Price 25,200 gp.

Dragging Hook CR 6

Type mechanical; Perception DC 24; Disable Device DC 22
Trigger location; Reset automatic
Effect hooked harpoon on pull cord (Atk +20 ranged, 1d8+6 damage). On subsequent rounds, if the harpoon hits, the trap makes additional attacks with a +20 CMB against the target's CMD, using the drag combat maneuver to pull Large or smaller targets toward its originating point. Removing the harpoon or severing the pull cord is a standard action and deals 1d6 damage to the target.

Flame Strike Trap CR 6

Type magic; Perception DC 30; Disable Device DC 30
Trigger proximity (alarm); Reset none
Effect spell effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10-ft.-radius cylinder.

Fusillade of Spears CR 6

Type mechanical;
Trigger proximity; repair reset; Atk +21 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft.-by-10-ft. area); Perception DC 26; Disable Device DC 20
Market Price 31,200 gp.

Glyph of Warding (Blast) CR 6

Type 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.); Perception DC 28; Disable Device DC 28.
Market Cost 680 gp to hire NPC spellcaster.

Lightning Bolt Trap CR 6

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect spell effect (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage); Perception DC 28; Disable Device DC 28.
Market Cost 15,000 gp, 1,200 XP.

Spiked Blocks from Ceiling CR 6

Type mechanical;
Trigger location; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area); Perception DC 24; Disable Device DC 20
Market Price 21,600 gp.

Spiked Pit Trap (100 Ft. Deep) CR 6

Type mechanical;
Trigger location, manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Perception DC 20; Disable Device DC 20
Market Price 6,000 gp.

Whirling Poison Blades CR 6

Type mechanical; timed trigger; Reset automatic;
Effect hidden lock bypass (Perception DC 25, Disable Device DC 30); Atk +10 melee (1d4+4/19-20 plus poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multiple targets (one target in each of three preselected 5-ft. squares); Perception DC 20; Disable Device DC 20
Market Price 30,200 gp.

Wide-Mouth Pit Trap CR 6

Type mechanical;
Trigger location, manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); Perception DC 26; Disable Device DC 25
Market Price 28,200 gp.

Wyvern Arrow Trap CR 6

Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset none
Effect Atk +15 ranged (1d6 plus wyvern poison/×3)

CR 7 Traps

Acid Fog Trap CR 7

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect spell effect (acid fog, 11th-level wizard, 2d6/round acid for 11 rounds); Perception DC 31; Disable Device DC 31.
Market Cost 33,000 gp, 2,640 XP.

Blade Barrier Trap CR 7

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect spell effect (blade barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage); Perception DC 31; Disable Device DC 31.
Market Cost 33,000 gp, 2,640 XP.

Burnt Othur Vapor Trap CR 7

Type mechanical;
Trigger location; 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, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Perception DC 21; Disable Device DC 21
Market Price 17,500 gp.

Chain Lightning Trap CR 7

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect 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); Perception DC 31; Disable Device DC 31.
Market Cost 33,000 gp, 2,640 XP.

Black Tentacles Trap CR 7

Type magic device;
Trigger proximity (alarm); no reset; spell effect (Evard's 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); Perception DC 29; Disable Device DC 29.
Market Cost 1,400 gp, 112 XP.

Frost Fangs Trap CR 7

Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Duration 3 rounds; Reset none
Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40-ft.-square chamber)

Fusillade of Greenblood Oil Darts CR 7

Type mechanical;
Trigger location; Reset manual;
Effect Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area); Perception DC 25; Disable Device DC 25
Market Price 33,000 gp.

Lock Covered in Dragon Bile CR 7

Type mechanical;
Trigger touch (attached); no reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Perception DC 27; Disable Device DC 16
Market Price 11,300 gp.

Pulverizers CR 7

Type mechanical; Perception DC 22; Disable Device DC 20
Trigger location; Reset manual
Effect Spring-loaded walls slam together (2 Atk +18 melee, 4d6 damage each; 12d6 damage if both hit the target)

Summon Monster VI Trap CR 7

Type magic; Perception DC 31; Disable Device DC 31
Trigger proximity (alarm); Reset none
Effect spell effect (summon monster VI, summons 1d3 Large elementals or 1 Huge elemental)

Water-Filled Room CR 7

Type mechanical;
Trigger location; Reset manual;
Effect multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water; Perception DC 20; Disable Device DC 25
Market Price 21,000 gp.

Well-Camouflaged Pit Trap CR 7

Type mechanical;
Trigger location; repair reset; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Perception DC 27; Disable Device DC 18
Market Price 24,500 gp.

CR 8 Traps

Acid Arrow Trap CR 8

Type magic device; visual trigger (true seeing); Reset automatic;
Effect multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9 ranged touch; spell effect (Melf's acid arrow, 18th-level wizard, 2d4 acid damage for 7 rounds); Perception DC 27; Disable Device DC 27.
Market Cost 83,500 gp, 4,680 XP. Note: This trap is really two CR 6 acid arrow traps that fire simultaneously, using the same trigger and reset.

Camouflaged Spiked Pit Trap CR 8

Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

Deathblade Wall Scythe CR 8

Type mechanical;
Trigger touch; Reset manual;
Effect Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Perception DC 24; Disable Device DC 19
Market Price 31,400 gp.

Destruction Trap CR 8

Type magic device;
Trigger touch (alarm); Reset automatic;
Effect spell effect (destruction, 13th-level cleric, DC 20 Fortitude save for 10d6 damage); Perception DC 32; Disable Device DC 32.
Market Cost 45,500 gp, 3,640 XP.

Earthquake Trap CR 8

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect spell effect (earthquake, 13th-level cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on terrain); Perception DC 32; Disable Device DC 32.
Market Cost 45,500 gp, 3,640 XP.

Insanity Mist Trap CR 8

Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset repair
Effect poison gas (insanity mist); never miss; onset delay (1 round); multiple targets (all targets in a 10-ft.-by-10-ft. room)

Power Word Stun Trap CR 8

Type magic device;
Trigger touch; no reset; spell effect (power word stun, 13th-level wizard), Perception DC 32; Disable Device DC 32.
Market Cost 4,550 gp, 364 XP.

Prismatic Spray Trap CR 8

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect spell effect (prismatic spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will save, depending on effect); Perception DC 32; Disable Device DC 32.
Market Cost 45,500 gp, 3,640 XP.

Reverse Gravity Trap CR 8

Type magic device;
Trigger proximity (alarm, 10-ft. area); Reset automatic;
Effect 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); Perception DC 32; Disable Device DC 32.
Market Cost 45,500 gp, 3,640 XP.

Well-Camouflaged Pit Trap CR 8

Type mechanical;
Trigger location; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Perception DC 27; Disable Device DC 18
Market Price 16,000 gp.

Word of Chaos Trap CR 8

Type magic device;
Trigger proximity (detect law); Reset automatic;
Effect spell effect (word of chaos, 13th-level cleric); Perception DC 32; Disable Device DC 32.
Market Cost 46,000 gp, 3,680 XP.

CR 9 Traps

Drawer Handle Smeared with Contact Poison CR 9

Type mechanical;
Trigger touch (attached); Reset manual;
Effect poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); Perception DC 18; Disable Device DC 26
Market Price 21,600 gp.

Dropping Ceiling CR 9

Type mechanical;
Trigger location; 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); Perception DC 20; Disable Device DC 16
Market Price 12,600 gp.

Hail of Arrows Trap CR 9

Type mechanical; Perception DC 25; Disable Device DC 25
Trigger visual (arcane eye); Reset repair
Effect Atk +20 ranged (6d6); multiple targets (all targets in a 20-ft. line)

Incendiary Cloud Trap CR 9

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect spell effect (incendiary cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage); Perception DC 33; Disable Device DC 33.
Market Cost 60,000 gp, 4,800 XP.

Shocking Floor Trap CR 9

Type magic; Perception DC 26; Disable Device DC 26
Trigger proximity (alarm); Duration 1d6 rounds; Reset none
Effect spell effect (shocking grasp, Atk +9 melee touch [4d6 electricity damage]); multiple targets (all targets in a 40-ft.-square room)

Wide-Mouth Pit Trap CR 9

Type mechanical;
Trigger location; Reset manual;
Effect DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); Perception DC 25; Disable Device DC 25
Market Price 40,500 gp.

Wide-Mouth Spiked Pit with Poisoned Spikes CR 9

Type mechanical;
Trigger location; Reset manual;
Effect hidden lock bypass (Perception 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 (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex); Perception DC 20; Disable Device DC 20
Market Price 11,910 gp.

CR 10 Traps

Crushing Room CR 10

Type mechanical;
Trigger location; Reset automatic;
Effect walls move together (16d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); Perception DC 22; Disable Device DC 20
Market Price 29,000 gp.

Crushing Wall Trap CR 10

Type mechanical;
Trigger location; Reset automatic;
Effect no attack roll required (18d6, crush); Perception DC 20; Disable Device DC 25
Market Price 25,000 gp.

Energy Drain Trap CR 10

Type magic; Perception DC 34; Disable Device DC 34
Trigger visual (true seeing); Reset none
Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 temporary negative level, DC 23 Fortitude negates after 24 hours)

Forcecage and Summon Monster VII trap CR 10

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect multiple traps (one forcecage trap and one summon monster VII trap that summons a hamatula); spell effect (forcecage, 13th-level wizard), spell effect (summon monster VII, 13th-level wizard, hamatula); Perception DC 32; Disable Device DC 32.
Market Cost 241,000 gp, 7,280 XP. Note: This trap is really one CR 8 trap that creates a forcecage and a second CR 8 trap that summons a hamatula in the same area. If both succeed, the hamatula appears inside the forcecage. These effects are independent of each other.

Poisoned Spiked Pit Trap CR 10

Type mechanical;
Trigger location; Reset manual;
Effect hidden lock bypass (Perception 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 (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); Perception DC 16; Disable Device DC 25
Market Price 19,700 gp.

Wail of the Banshee Trap CR 10

Type magic device;
Trigger proximity (alarm); Reset automatic;
Effect spell effect (wail of the banshee, 17th-level wizard, DC 23 Fortitude save negates); multiple targets (up to 17 creatures); Perception DC 34; Disable Device DC 34.
Market Cost 76,500 gp, 6,120 XP.

Chamber of Blades Trap CR 10

Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Duration 1d4 rounds; Reset repair
Effect Atk +20 melee (3d8+3); multiple targets (all targets in a 20-ft.-square chamber)

CR 11+ Traps

Cone of Cold Trap CR 11

Type magic; Perception DC 30; Disable Device DC 30
Trigger proximity (alarm); Reset none
Effect spell effect (cone of cold, 15d6 cold damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 60-ft. cone)

Poisoned Pit Trap CR 12

Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset manual
Effect 50-ft.-deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage each plus poison [shadow essence]); DC 25 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

Maximized Fireball Trap CR 13

Type magic; Perception DC 31; Disable Device DC 31
Trigger proximity (alarm); Reset none
Effect spell effect (fireball, 60 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20-ft.-radius burst)

Harm Trap CR 14

Type magic; Perception DC 31; Disable Device DC 31
Trigger touch; Reset none
Effect spell effect (harm, +6 melee touch, 130 damage, DC 19 Will save for half, cannot be reduced to less than 1 hit point)

Crushing Stone Trap CR 15

Type mechanical; Perception DC 30; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +15 melee (16d6); multiple targets (all targets in a 10-ft. square)

Empowered Disintegrate Trap CR 16

Type magic; Perception DC 33; Disable Device DC 33
Trigger sight (true seeing); Reset none
Effect spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)

Lightning Bolt Gallery Trap CR 17

Type magic; Perception DC 29; Disable Device DC 29
Trigger proximity (alarm); Duration 1d6 rounds; Reset none
Effect spell effect (heightened lighting bolt, 8d6 electricity damage, DC 16 Reflex save for half); multiple targets (all targets in a 60-ft.-square chamber)

Deadly Spear Trap CR 18

Type mechanical; Perception DC 30; Disable Device DC 30
Trigger sight (true seeing); Reset manual
Effect Atk +20 ranged (1d8+6 plus black lotus extract)

Meteor Swarm Trap CR 19

Type magic; Perception DC 34; Disable Device DC 34
Trigger sight (true seeing); Reset none
Effect spell effect (meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6 plus 6d6 fire [–4 save on a hit], DC 23 Reflex save for half fire damage, 18d6 fire damage from other meteors, DC 23 Reflex save for half damage); multiple targets (four targets, no two of which can be more than 40 ft. apart)

Destruction Trap CR 20

Type magic; Perception DC 34; Disable Device DC 34
Trigger proximity (alarm); Reset none
Effect spell effect (heightened destruction, 190 damage, DC 23 Fortitude save reduces damage to 10d6)