Trip Wire

Level 1Hazard
HazardMediumLegacy
AC
16
HP
24 (BT 12)
Speed
0 ft.
Perception
+0
Fort
+11
Ref
+4
Will
+0
Stealth DC
10
Recall Knowledge DC 15 (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 20 reflex save or become Clumsy 1 for 1 hour.

Disable DC 17 thievery (trained) to detach the wire

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