Spring Noose Trap
Level 2 TrapXP 125

Detect Perception DC 20


HP 20 each for the chains, pressure plate, and trapdoor

AC 10, Fortitude 10, Reflex 5, Will

Immune cold, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage

Triggered Actions

Attack Encounter

Trigger: A creature enters the trapped square or hits the pressure plate with an attack.

Attack (Immediate Reaction): Melee 1 (triggering creature); +5 vs. Reflex

Hit: 1d10 + 5 damage, and the target is pulled up into a 10-foot-deep compartment in the 10-foot-high ceiling and is restrained. Until this effect ends (see Countermeasures), the target takes ongoing 5 damage.


Escape: Acrobatics or Athletics DC 20 (move action). Success: The character escapes from the chains, hanging onto one or bracing in the compartment. The character can then climb down out of the compartment (Athletics DC 9). Failure (16-19): The character escapes but falls 20 feet out of the trap and onto the floor.

Disable: Thievery DC 20. Success: The character disables the pressure plate in the trapped square or the trapdoor above the trapped square; or, from within the compartment, the character forces the chains to release a restrained target, ending the trap’s effect. Failure (15 or lower): The character triggers the trap.

Published in Dungeon Magazine 201.