Practice Guard's Grasp

Level 4Hazard
HazardLargeRemaster
AC 18
HP 48 (BT 24)
Speed 0 ft.
Fort +14
Ref +8
Will +0
Perc +0
Size Large
Common
Stealth +13
Disable DC 18 thievery (trained) to jam the net or DC 25 athletics to knock the dummy over
Immunities critical hits, precision
Recall Knowledge arcana DC 19

Abilities

Got You!offensive

Trigger A creature moves adjacent to the trap --- Effect The creature must attempt a DC 23 reflex save or be Grabbed (Restrained on a critical failure). The DC to Escape is Escape, or the net can be cut by doing 6 acid, fire, or slashing damage to it.

Description

A spring-loaded net fires from the dummy, then is pulled tightly back in with magnets.