Trip Wire

Level 1Hazard
HazardMediumLegacy
AC 16
HP 24 (BT 12)
Speed 0 ft.
Fort +11
Ref +4
Will +0
Perc +0
Size Medium
Common
Stealth +10
Disable DC 17 thievery (trained) to detach the wire
Recall Knowledge arcana DC 15

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 20 reflex save or become Clumsy 1 for 1 hour.

Description

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