Level 2 Minion TrapXP 31
Detect Perception DC 20Initiative -
Trigger: A creature enters the trap’s square.
Attack (Immediate Reaction): Melee 1 (triggering creature); +5 vs. Reflex
Hit: 1d6 + 2 damage, and the target is grabbed by its foot, if it has one (escape DC 18). Until the grab ends, the target takes ongoing 5 damage. Each time the target makes an escape attempt against the grab, the target takes 5 damage. If the trap drops the target below 1 hit point, the target loses the foot. A creature with a lost foot is considered to be balancing and treats all surfaces as unstable (see the Acrobatics skill in the Rules Compendium). A creature can regain the missing foot through the cleric power holy cleansing or similarly powerful restorative magic.
Miss: Half damage, and the target is immobilized until the end of its next turn.
Disable: Thievery DC 20 Success: The iron boot is jammed and cannot attack.
Published in The Book of Vile Darkness, page(s) 2-37.