Cage Trap
Object
Level 4 TrapXP 175

Detect Perception DC 21

Initiative

HP 50

AC 5, Fortitude 10, Reflex 5, Will

Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage

Triggered Actions

Attack (teleportation) At-Will

Trigger: A creature enters the room containing the trap.

Effect: A magical cage drops over the triggering creature’s space. The cage blocks movement, but it does not block line of sight or line of effect.

Attack (Opportunity Action): Close room (triggering creature); +7 vs. Will

Hit: The target is removed from play (save ends).

    Aftereffect: The target returns to play in the Great Hall.

Miss: The target is in the cage.

Countermeasures

Disable: Thievery DC 14 (standard action). Requirement: The character must have thieves’ tools. Success: The character disables the trap.

Destroy: Reducing the trap to 0 hit points or fewerbreaks the cage and releases the creature it holds.

Escape: A creature can bend the cage’s bars with asuccessful DC 21 Athletics check. A Small or smaller creature can squeeze between the bars with a successful DC 21 Acrobatics check.

Published in Dungeon Magazine 214.