Footchopper Alarm Trap
Level 5 TrapXP 100
Detect Perception DC 14 or 21Initiative -
Trigger: A creature enters one of the trigger squares.
Effect: A loud ringing alerts creatures in adjacent rooms.
Attack (Opportunity Action): Melee 1 (each creature in the trap’s area); +8 vs. Reflex
Hit: 1d8 + 4 damage, and the target falls prone, takes ongoing 5 damage, and is slowed (save ends both).
Miss: Half damage, and the trap slides the target to the nearest unoccupied square not in the trap’s area.
Preempt: Thievery DC 10 (standard action). Requirement: The creature must be adjacent to a square of the trap’s area. Success: The trap is triggered, and the creature can move safely through the area this turn.
Delay: Thievery DC 14 Success: The pressure plate is temporarily jammed, rendering the area until the end of the attempting creature’s next turn.
Disable: Thievery DC 21 Success: The blade is disabled, rendering the area safe.
Published in Dungeon Magazine 180, page(s) 39.