Traps
Traps are a common dungeon danger — from gouts of white-hot flame to hails of poisoned darts. All traps share the same stat block anatomy regardless of type, making them easy to read, design, and adjudicate at the table.
Nonmagical — springs, pressure plates, blades, pits. Any character can attempt to find them with Perception and disable them with Disable Device.
- Base Perception and Disable Device DC: 20
- Can be built with Craft (traps)
- Detecting the mechanism reveals what the trap does (Perception DC +5)
Spell-based — always allow a saving throw. Only characters with the trapfinding class feature can disarm them.
- Perception DC: 25 + spell level
- Disable Device DC: 25 + spell level (trapfinding required)
- Save DC: 10 + spell level × 1.5
- Building: requires Craft Wondrous Item feat
Trap Stat Block Anatomy
Every trap stat block lists these elements in order: Type · CR · Perception DC · Disable Device DC · Trigger · Reset · Effect. Optional elements appear as needed.
- Lock — DC 30 Disable Device to open
- Hidden Switch — DC 25 Perception to locate
- Hidden Lock — DC 25 Perception + DC 30 Disable Device
Finding & Disabling Traps
| Trap Type | Perception DC | Disable Device DC | Who Can Disarm | Detect +5 Reveals |
|---|---|---|---|---|
| Mechanical | Set by builder (base 20) | Set by builder (base 20) | Any character | What the trap does |
| Magic | 25 + highest spell level | 25 + highest spell level | Trapfinding only | — |
Creatures that succeed on Perception detect the triggering mechanism (pressure plate, odd gears, etc.) before the trap activates. Beating the DC by 5 or more gives a general idea of what the trap does. Disable Device takes 2d4 rounds; failing by 5 or more springs the trap.
Sample Traps
26 sample stat blocks from the Core Rulebook, ordered by CR.
| CR | Name | Type | Perc DC | DD DC | Trigger | Reset | Effect |
|---|---|---|---|---|---|---|---|
| 1 | Arrow Trap | Mech | 20 | 20 | Touch | None | Atk +15 ranged (1d8+1/×3) |
| 1 | Pit Trap | Mech | 20 | 20 | Location | Manual | 20-ft. pit (2d6 fall); DC 20 Reflex avoids; 10-ft. square |
| 1 | Poisoned Dart Trap | Mech | 20 | 20 | Touch | None | Atk +10 ranged (1d3 + greenblood oil) |
| 1 | Swinging Axe Trap | Mech | 20 | 20 | Location | Manual | Atk +10 melee (1d8+1/×3); 10-ft. line |
| 2 | Burning Hands Trap | Magic | 26 | 26 | Proximity (alarm) | None | burning hands (2d4 fire; DC 11 Reflex half); 15-ft. cone |
| 2 | Javelin Trap | Mech | 20 | 20 | Location | None | Atk +15 ranged (1d6+6) |
| 2 | Spiked Pit Trap | Mech | 20 | 20 | Location | Manual | 10-ft. pit (1d6 fall); spikes (Atk +10, 1d4 spikes for 1d4+2 ea.); DC 20 Reflex avoids; 10-ft. square |
| 3 | Acid Arrow Trap | Magic | 27 | 27 | Proximity (alarm) | None | acid arrow (Atk +2 ranged touch; 2d4 acid for 4 rounds) |
| 3 | Camouflaged Pit Trap | Mech | 25 | 20 | Location | Manual | 30-ft. pit (3d6 fall); DC 20 Reflex avoids; 10-ft. square |
| 4 | Electricity Arc Trap | Mech | 25 | 20 | Touch | None | 4d6 electricity; DC 20 Reflex half; 30-ft. line |
| 4 | Wall Scythe Trap | Mech | 20 | 20 | Location | Automatic | Atk +20 melee (2d4+6/×4) |
| 5 | Falling Block Trap | Mech | 20 | 20 | Location | Manual | Atk +15 melee (6d6); 10-ft. square |
| 5 | Fireball Trap | Magic | 28 | 28 | Proximity (alarm) | None | fireball (6d6 fire; DC 14 Reflex half); 20-ft.-radius burst |
| 6 | Flame Strike Trap | Magic | 30 | 30 | Proximity (alarm) | None | flame strike (8d6 fire; DC 17 Reflex half); 10-ft.-radius cylinder |
| 6 | Wyvern Arrow Trap | Mech | 20 | 20 | Location | None | Atk +15 ranged (1d6 + wyvern poison/×3) |
| 7 | Frost Fangs Trap | Mech | 25 | 20 | Location | None | Jets of freezing water (3d6 cold; DC 20 Reflex half); 40-ft.-square chamber; 3 rounds |
| 7 | Summon Monster VI Trap | Magic | 31 | 31 | Proximity (alarm) | None | summon monster VI (1d3 Large elementals or 1 Huge elemental) |
| 8 | Camouflaged Spiked Pit Trap | Mech | 25 | 20 | Location | Manual | 50-ft. pit (5d6 fall); spikes (Atk +15, 1d4 spikes for 1d6+5 ea.); DC 20 Reflex avoids; 10-ft. square |
| 8 | Insanity Mist Trap | Mech | 25 | 20 | Location | Repair | Poison gas (insanity mist); never miss; onset delay 1 round; 10-ft.×10-ft. room |
| 9 | Hail of Arrows Trap | Mech | 25 | 25 | Visual (arcane eye) | Repair | Atk +20 ranged (6d6); 20-ft. line |
| 9 | Shocking Floor Trap | Magic | 26 | 26 | Proximity (alarm) | None | shocking grasp (Atk +9 melee touch; 4d6 electricity); 40-ft.-square room; 1d6 rounds |
| 10 | Chamber of Blades Trap | Mech | 25 | 20 | Location | Repair | Atk +20 melee (3d8+3); 20-ft.-square chamber; 1d4 rounds |
| 10 | Energy Drain Trap | Magic | 34 | 34 | Visual (true seeing) | None | energy drain (Atk +10 ranged touch; 2d4 neg. levels; DC 23 Fort negates after 24 hrs.) |
| 11 | Cone of Cold Trap | Magic | 30 | 30 | Proximity (alarm) | None | cone of cold (15d6 cold; DC 17 Reflex half); 60-ft. cone |
| 12 | Poisoned Pit Trap | Mech | 25 | 20 | Location | Manual | 50-ft. pit (5d6 fall); spikes + shadow essence poison; DC 25 Reflex avoids; 10-ft. square |
| 13 | Maximized Fireball Trap | Magic | 31 | 31 | Proximity (alarm) | None | fireball maximized (60 fire damage; DC 14 Reflex half); 20-ft.-radius burst |
| 14 | Harm Trap | Magic | 31 | 31 | Touch | None | harm (Atk +6 melee touch; 130 damage; DC 19 Will half; min 1 HP) |
| 15 | Crushing Stone Trap | Mech | 30 | 20 | Location | Manual | Atk +15 melee (16d6); 10-ft. square |
| 16 | Empowered Disintegrate Trap | Magic | 33 | 33 | Sight (true seeing) | None | disintegrate empowered (Atk +9 ranged touch; 30d6+50%; DC 19 Fort → 5d6+50%) |
| 17 | Lightning Bolt Gallery Trap | Magic | 29 | 29 | Proximity (alarm) | None | lightning bolt heightened (8d6 electricity; DC 16 Reflex half); 60-ft.-square chamber; 1d6 rounds |
| 18 | Deadly Spear Trap | Mech | 30 | 30 | Sight (true seeing) | Manual | Atk +20 ranged (1d8+6 + black lotus extract) |
| 19 | Meteor Swarm Trap | Magic | 34 | 34 | Sight (true seeing) | None | meteor swarm (4 meteors; Atk +9 ranged touch; 2d6+6d6 fire per hit; 18d6 fire splash; DC 23 Reflex half); 4 targets |
| 20 | Destruction Trap | Magic | 34 | 34 | Proximity (alarm) | None | destruction heightened (190 damage; DC 23 Fort → 10d6) |
Designing a Trap
Select the elements you want, sum the CR modifiers, and arrive at the final CR. The CR determines the Craft (traps) DC and the market price.
CR Modifiers — Mechanical Traps
| Feature | CR Modifier |
|---|---|
| Perception DC | |
| 15 or lower | −1 |
| 16–20 | — |
| 21–25 | +1 |
| 26–29 | +2 |
| 30+ | +3 |
| Disable Device DC | |
| 15 or lower | −1 |
| 16–20 | — |
| 21–25 | +1 |
| 26–29 | +2 |
| 30+ | +3 |
| Reflex Save DC (pits / save-dependent) | |
| 15 or lower | −1 |
| 16–20 | — |
| 21–25 | +1 |
| 26–29 | +2 |
| 30+ | +3 |
| Attack Bonus (melee or ranged) | |
| +0 or lower | −2 |
| +1 to +5 | −1 |
| +6 to +10 | — |
| +11 to +15 | +1 |
| +16 to +20 | +2 |
| Touch attack | +1 |
| Damage / Effect | |
| Average damage | +1 per 10 pts |
| Miscellaneous | |
| Alchemical device | Level of spell mimicked |
| Automatic reset | +1 |
| Liquid | +5 |
| Multiple targets (non-damage) | +1 |
| Never miss | +2 |
| Proximity or visual trigger | +1 |
| Poison | |
| Greenblood oil / Bloodroot / Blue whinnis / Small centipede / Black adder venom | +1 |
| Medium spider venom | +2 |
| Giant wasp / Large scorpion / Malyass root / Sassone leaf / Shadow essence / Ungol dust | +3 |
| Insanity mist / Nitharit / Purple worm | +4 |
| Deathblade / Terinav root / Wyvern | +5 |
| Burnt othur fumes / Dragon bile | +6 |
| Black lotus extract | +8 |
CR Modifiers — Magic Traps
| Feature | CR Modifier |
|---|---|
| Highest-level spell effect | + Spell level |
| Damaging spell effect | +1 per 10 pts avg dmg |
| Use whichever modifier is larger — they do not stack. | |
Craft (Traps) DCs — Mechanical
| Trap CR | Base DC |
|---|---|
| 1–5 | 20 |
| 6–10 | 25 |
| 11–15 | 30 |
| 16+ | 35 |
| +5 DC for proximity trigger or automatic reset. | |
Cost — Mechanical Traps
Cost — Magic Device Traps
| Feature | Cost Modifier |
|---|---|
| Alarm spell in trigger | Free |
| One-Shot Trap | |
| Each spell | +50 gp × CL × spell level |
| Material components | + Material cost |
| Automatic Reset Trap | |
| Each spell | +500 gp × CL × spell level |
| Material components | + Material cost ×100 |
| Building time: 1 day per 500 gp of cost. Requires Craft Wondrous Item feat. | |