Noose Trap (Elite)
Level 2 Elite Warder
A noose drops down from the ceiling.Trap: If a PC steps on the spaces between the eyes, the noose trap goes off.Perception DC 20: The character notices one of the ceiling hatches that opens when the trap triggers. DC 28: The character notices the trigger plates between the swirling eyes.TriggerThe trap attacks when a creature steps on the spaces between the swirling eyes, either deliberately or by failing a DC 20 Acrobatics check.AttackOpportunity Action Melee
Target: A creature on a trigger square when the trap activates.Attack: +8 vs. ReflexHit: 1d8 + 3 damage, and the creature is pulled up into a compartment in the ceiling where the creature takes 5 ongoing damage until freed from the noose.Countermeasures Thievery DC 21: Before the trap is sprung, an adjacent character can delay a trigger plate with a successful check.
Thievery DC 26: An adjacent character can disable a trigger plate with a successful check.
A character can attack a trigger plate or one of the swirling eyes (AC 5, Reflex 5, Fortitude 10; hp 30). Attacking a trigger plate triggers it, but to no effect if the PC is not in the square. Destroying a trigger plate renders it useless. Destroying a swirling eye presents a safe space to step in the square, which lowers the DC of the Acrobatics check by 5.
Acrobatics DC 15 or Athletics DC 15 or Acrobatics DC 20: A character can escape a noose by using a successful escape action check. Doing so results in a 20-foot fall to the floor (2d10) unless the PC can grab the walls or the opening door in the ceiling (second Acrobatics difficulty).
A character can attack a ceiling hatch (AC 5, Reflex 5, Fortitude 10; hp 30).
Published in Dungeon Magazine 155, page(s) 73.