Level 4 TrapXP 175
Detect Perception DC 21Initiative —
AC 5, Fortitude 10, Reflex 5, Will —
Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage
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.
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.