Practice Guard's Grasp

Level 4Hazard
HazardLargeRemaster
AC
18
HP
48 (BT 24)
Speed
0 ft.
Perception
+0
Fort
+14
Ref
+8
Will
+0
Stealth DC
13
Immunities critical-hits, precision
Recall Knowledge DC 19 (arcana)

Abilities

Got You!

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 , or the net can be cut by doing 6 acid, fire, or slashing damage to it.

Disable DC 18 thievery (trained) to jam the net or DC 25 athletics to knock the dummy over

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