Practice Guard's Grasp
Level 4HazardHazardLargeRemaster
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.