Lacerating Trip Wire

Level 3Hazard
HazardMediumLegacy
AC
19
HP
44 (BT 22)
Speed
0 ft.
Perception
+0
Fort
+14
Ref
+6
Will
+0
Stealth DC
13
Recall Knowledge DC 18 (arcana)

Abilities

Snarl

Trigger A creature walks into the trip wire


Effect The trip wire snaps free and coils around limbs. The triggering creature must succeed at a DC 23 reflex save or become Clumsy 1 for 1 hour. On a critical failure, the trip wire embeds into the creature's skin, making the creature clumsy 1 until it rests for 8 hours.

Disable DC 20 thievery (trained) to detach the wire

Barbed wire stretches across the passageway at the perfect height to tear into ankles.