Centipede Carcasses Trap

Level 5Hazard (Complex)
HazardMediumLegacy
AC
22
HP
20 (BT 10)
Speed
0 ft.
Perception
+0
Fort
+15
Ref
+9
Will
+0
Stealth DC
11
Immunities critical-hits, precision
Recall Knowledge DC 20 (arcana)

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.

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.

Three giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room.