Severing Trip Wire

Level 5Hazard
HazardMediumLegacy
AC 22
HP 52 (BT 26)
Speed 0 ft.
Fort +17
Ref +9
Will +0
Perc +0
Size Medium
Common
Stealth +16
Disable DC 23 thievery (expert) to detach the wire
Recall Knowledge arcana DC 20

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 26 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.

Description

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