Severing Trip Wire

Level 5Hazard
HazardMediumLegacy
AC
22
HP
52 (BT 26)
Speed
0 ft.
Perception
+0
Fort
+17
Ref
+9
Will
+0
Stealth DC
16
Recall Knowledge DC 20 (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 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.

Disable DC 23 thievery (expert) to detach the wire

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