Animated Cage Trap

Level 20Hazard (Complex)
HazardLargeRemaster
AC 42
HP 130 (BT 65)
Speed 0 ft.
Fort +39
Ref +30
Will +0
Perc +0
Size Large
Common
Complex Hazard
Stealth +38
Disable DC 45 thievery (master) to Pick the Lock, DC 48 athletics (master) to break the lock or bend the bars; five total successes are required to disable the trap
Immunities critical hits, precision
Recall Knowledge arcana DC 40

Attacks

Melee Chain +38/+33/+28(magical, reach 15 ft.)
Damage: 4d8+20 bludgeoning
Effect: improved grab

Abilities

Capturing Chaindefensive

Trigger A creature that isn't a member of the inquisition or an authorized ally comes within 15 feet of the cage --- Effect The trap makes a chain Strike against the triggering creature. If the trap damages and successfully grapples the target with Improved Grab, the trap pulls the target 5 feet closer (or into the cage if the Strike was a critical hit). The trap then rolls initiative.

Constrictoffensive

(3d8+20) bludgeoning, DC 45 fortitude --- The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Improved Graboffensive

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained --- Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Description

A spiky iron cage pulls in a victim with animated chains before slamming shut and locking tight.