Centipede Carcasses Trap
Level 5Hazard (Complex)HazardMediumLegacy
AC 22
HP 20 (BT 10)
Speed 0 ft.
Fort +15
Ref +9
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +11
Disable DC 23 nature (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 thievery (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds.
Immunities critical hits, precision
Recall Knowledge arcana DC 20
Abilities
Volley of Legs↺
Trigger A carcass is touched or jostled --- Effect Each creature within 30 feet of any centipede carcass takes 4d4 piercing damage (DC 22 reflex save), and the area becomes difficult terrain due to the many sharpened legs on the ground. Each creature that Strides more than 10 feet through the area must succeed at a DC 20 acrobatics check or take 1d4 piercing damage. The trap then rolls initiative.
Description
Three giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room.