Fighter-Flinger (Elite)
Trap
Level 10 Elite Lurker
XP 1000

The ground lurches, flinging the hapless victim through the air.

Trap: A spring-loaded platform concealed under the sand explodes with violent force, sending a creature sailing through the air.Perception     DC 23: The character notices the trap.TriggerThe trap triggers when a creature enters its space.AttackOpportunity Action      Melee
Target: The creature that triggered the trap and all adjacent creaturesAttack: +13 vs. ReflexHit: The target flies 2d6 squares in a random direction. It takes 2d8 + 5 damage, and lands prone at the end of its movement.Effect The target falls prone in a space adjacent to the trap.Countermeasures     Thievery DC 18: An adjacent character can trigger the trap with a successful check (standard action).
     Thievery DC 23: An adjacent character can disable the trap with a successful check (standard action). The square becomes safe.
     Athletics DC 5 or Athletics (without a running start) DC 11: A character who makes a successful check can jump over the trap.

Published in Dragon Magazine Annual.