Spiky Pit Trap

Level 4Hazard
HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Stealth +8
Disable DC 18 thievery (trained) to manually trigger the trap without falling in, or DC 25 thievery (trained) to secure the hide so the trap doesn't activate
Recall Knowledge arcana DC 19

Attacks

Melee Spike +14/+9/+4
Damage: 4d8 piercing

Abilities

Pitfalloffensive

Trigger A creature or other large weight (such as the rushing waters of the previous trap) moves onto the gravel-covered hide --- Effect The triggering creature or object falls in and takes falling damage (10 bludgeoning damage) and is targeted by a spike's Strike. A falling creature can attempt to Grab an Edge with a DC 20 reflex save (this becomes a DC 22 reflex save if rushing waters are pouring into the pit).

Description

A piece of hide covered with a layer of dirt and gravel is suspended over a 20-foot pit filled with spikes.