Ankle Trap (1-2)

Level 1Hazard
HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
8
Recall Knowledge DC 15 (arcana)

Abilities

Trip Up

Trigger A creature walks into the affected area


Effect Any creature that walks through the affected area must attempt a DC 14 acrobatics check. Creatures that fail this check take 1d4 bludgeoning damage and a –5-foot penalty to their Speed for 1 hour. A critical failure increases the damage to 2d4 bludgeoning damage and reduces the creature's Speed by half for 1 hour.

Disable If spotted, the pits can be avoided by moving at one quarter of normal speed.

Many small pits have been dug in the road and covered with leaves and dirt to disguise them.