Rending Snare
Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals 10d8 piercing damage to the first creature to enter the square; that creature must attempt a DC 34 reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Off-Guard until the end of its next turn.
Failure The creature takes full damage plus 2d6 bleed, and it becomes Clumsy 2 for 1 round.
Critical Failure The creature takes double damage plus 4d6 bleed, and it becomes Clumsy 2 for 1 minute.
Traits
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision.
A hazard with this trait is a constructed physical object.
Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.
A hazard or item with this trait is constructed to hinder interlopers.