Cage Trap
Level 4 TrapXP 175

Detect Perception DC 21


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.


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.