Spring Noose Trap
Level 2 TrapXP 125
Detect Perception DC 20Initiative —
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
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.