More
resources
at
worldbuilderblog.me
(Investigation)
check
to
find.
Pressing
the
switch
track,
it
switches
direction
and
comes
back
the
other
causes
the
water
to
stop
filling
the
room
and
the
way.
doors
to
unlock.
Some
tripwires
are
triggered
to
activate
multiple
saws
in
a
room
or
hall,
each
of
which
runs
along
a
Spectral
Tendrils
different
track
and
gets
to
make
its
own
attacks
at
Magical
trap
the
start
of
the
round.
This
20-‐foot-‐square
area
has
been
cursed
with
a
ritual
that
forms
tendrils
of
pure
necrotic
energy
that
hunger
to
feed
on
the
living.
The
ritual
is
powered
by
an
unholy
symbol
painted
or
carved
into
the
ground
at
the
center
of
the
area.
The
tendrils
live
below
the
surface
of
the
floor
and
wait
for
a
living
creature
to
walk
into
the
area
before
attacking.
A
character
notices
the
trapped
area
and
its
immediate
surroundings
are
slightly
colder
with
a
DC
10
Wisdom
(Perception)
check.
A
character
trained
in
Religion
can
determine
the
meaning
of
the
symbol
with
a
DC
15
Intelligence
(Religion)
check.
When
a
creature
steps
into
the
area,
the
tendrils
rise
from
the
ground
and
make
an
attack
roll
against
that
creature
with
a
+8
bonus.
On
a
hit
the
tendrils
deal
22
(4d10)
necrotic
damage
and
the
target
is
grappled
(escape
DC
15).
While
grappled
in
this
way
the
target
is
also
restrained.
The
tendrils
make
new
attacks
at
the
start
of
each
round
against
any
creature
in
the
area.
Dealing
15
damage
to
the
tendrils
grasping
a
creature
with
a
single
attack
or
spell
causes
the
arms
to
let
go
of
that
creature
(AC
15).
Dealing
any
radiant
damage
to
the
tendrils
causes
them
to
disappear.
Spinning
Saw
Blade
Mechanical
trap
Hidden
behind
a
wall,
this
circular
saw
blade
with
a
5-‐foot-‐radius
runs
along
a
track
in
the
wall,
floor,
or
ceiling
after
a
tripwire
is
activated.
The
tripwire
is
3
inches
off
the
ground
and
stretches
between
two
columns.
A
successful
DC
15
Wisdom
(Perception)
check
spots
the
tripwire
or
the
Widening
Pit
blades
hidden
deep
within
a
slot
in
the
walls.
A
DC
Mechanical
trap
10
Wisdom
(Perception)
check
notices
the
deep
These
rooms
are
outfitted
with
a
special
floor
that
grooves
in
the
wall,
ceiling,
or
floor
that
serve
as
the
opens
from
the
center
when
a
creature
steps
onto
saw's
track.
A
DC
15
Dexterity
check
made
with
the
hidden
10-‐foot-‐square
area
pit
cover
at
the
thieves'
tools
breaks
the
tripwire
harmlessly.
A
center
of
the
room.
character
without
thieves'
tools
can
attempt
this
A
successful
DC
15
Wisdom
(Perception)
check
check
with
disadvantage
using
any
edged
weapon
or
discerns
an
absence
of
foot
traffic
over
the
center
of
tool.
On
a
failed
check
the
trap
triggers.
the
floor.
A
successful
DC
15
Intelligence
Once
the
trap
is
activated
the
saw
moves
40
feet
(Investigation)
check
is
necessary
to
confirm
that
along
its
track
at
the
start
of
a
round.
The
saw
makes
the
trapped
section
of
the
floor
is
actually
the
cover
an
attack
roll
with
a
+6
bonus
against
any
creature
of
a
pit.
in
its
path.
On
a
hit
the
creature
takes
11
(2d10)
When
a
creature
steps
on
the
cover,
it
swings
open
slashing
damage.
If
the
saw
gets
to
the
end
of
its
like
a
trapdoor
causing
the
intruder
to
spill
into
the
pit
below,
which
is
usually
20
or
30
feet
deep,
but
can
be
deeper.
Once
the
pit
is
revealed,
it
begins
to
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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TRAPS
7
More
resources
at
worldbuilderblog.me
widen.
At
the
start
of
a
round
the
pit's
area
grows
another
5
feet
on
all
sides
as
the
floor
begins
to
slide
open.
Creatures
adjacent
to
the
pit
before
it
grows
must
make
a
DC
15
Dexterity
saving
throw,
or
fall
into
the
pit.
The
pit
may
have
spikes
at
the
bottom
as
described
in
page
123
of
the
Dungeon
Master's
Guide.
When
the
trap
is
triggered,
all
doors
to
the
room
immediately
close
and
lock.
The
doors
are
iron
(AC
19,
27
hit
points)
and
any
character
with
thieves'
tools
can
pick
the
lock
with
a
DC
20
Dexterity
check.
A
character
without
thieves’
tools
can
attempt
this
check
with
disadvantage
using
a
hairpin,
wire,
or
other
thin,
metal
tool.
Once
the
pit
is
detected,
an
iron
spike
or
similar
object
can
be
wedged
between
the
pit's
cover
and
the
surrounding
floor
in
such
a
way
as
to
prevent
the
cover
from
opening
and
springing
the
rest
of
the
trap.
It
can
also
magically
be
held
shut
using
the
arcane
lock
spell
or
similar
magic.
Withering
Tapestry
Magical
trap
This
10-‐foot-‐square
tapestry
depicts
a
regal
king
and
queen
sitting
upon
a
throne
with
crowns
of
gold.
Any
creature
who
can
see
the
tapestry
must
make
a
DC
15
Charisma
saving
throw.
A
creature
who
fails
is
overcome
with
admiration
for
the
tapestry
and
cannot
willingly
move
out
of
sight
of
the
tapestry
for
24
hours.
During
that
time
the
creature
cares
only
about
the
tapestry
and
will
defend
the
work
of
art
with
its
life.
It
acts
hostile
toward
any
creature
who
Zealous
Altar
tries
to
touch
the
tapestry
or
tries
to
move
the
Magical
trap
effected
creature
away
from
the
tapestry.
The
This
altar
bears
the
symbol
of
the
patron
god
of
its
creature
will
try
to
find
its
way
back
to
the
tapestry
creator.
Any
creature
who
can
see
the
altar
who
is
if
it
is
forcibly
removed
from
it.
The
creature
will
not
not
wearing
a
visible
holy
symbol
of
the
altar's
god
sleep
while
it
is
under
this
effect.
After
24
hours
the
must
make
a
DC
15
Wisdom
saving
throw.
Creatures
affected
creature
suffers
a
level
of
exhaustion.
It
who
fail
are
blinded
and
deafened
for
8
hours
or
must
repeat
the
saving
throw
if
it
can
still
see
the
until
the
altar
is
destroyed.
Creatures
who
succeed
tapestry.
are
immune
to
the
altar's
effects
for
24
hours.
A
DC
15
Intelligence
(Arcana)
check
reveals
the
A
creature
trained
in
Religion
who
makes
a
DC
15
nature
of
the
trap.
A
DC
20
Intelligence
(Arcana)
Intelligence
(Wisdom)
check
knows
the
nature
of
the
check
reveals
the
tapestry
is
immune
to
all
damage
altar.
The
altar
is
made
of
a
magically
treated
metal
except
for
fire.
The
tapestry
has
AC
10
and
30
hit
and
much
tougher
than
it
looks.
It
has
AC
22
and
200
points.
hit
points.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
20
NEW
TRAPS
8