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.

Mechanical Traps

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)
Magic Traps

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.

Wall Scythe Trap CR 4
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset automatic
Effect Atk +20 melee (2d4+6/×4)
Type
Mechanical or Magic. Determines which DCs apply, who can disarm it, and how it is built.
Perception & Disable Device DCs
The builder sets both DCs for mechanical traps (base 20); adjusting them up or down changes the trap's CR. For magic traps both DCs equal 25 + highest spell level used.
Trigger
Location
Springs when a creature stands in a specific square. Flying creatures bypass it.
Proximity
Springs when a creature approaches within a set distance. Works on flying creatures. Mechanical proximity triggers are sensitive to air movement — usable only in very still areas.
Sound
Magic only. +15 Perception. Defeated by Stealth, silence, and similar effects. Requires clairaudience during construction.
Visual
Magic only. Functions like an eye. Range and bonus depend on construction spell: arcane eye (line of sight, +20), clairvoyance (preselected location, +15), true seeing (120 ft., +30). Invisibility and illusions that fool the spell also fool the trigger.
Touch
Springs when the trigger mechanism is touched. May be physically attached to the damaging part or separate.
Timed
Springs periodically after a set duration has passed.
Spell
All spell traps use this trigger. See the spell description for conditions.
Reset
None — one-shot; spell traps are always no reset.
Repair — Craft (traps) check to rebuild; costs 1/5 of original market price.
Manual — someone moves the parts back into position. Most common for mechanical traps.
Automatic — resets itself, either immediately or after a timed interval. Adds +1 to CR.
Duration
Most traps are instantaneous — they trigger and stop. Some have a duration in rounds, affecting all creatures at the top of initiative order (or when activated) each round until the duration expires.
Bypass (optional)
Lets the builder move past the trap safely. Mechanical traps only (spell traps have built-in caster allowances).
  • Lock — DC 30 Disable Device to open
  • Hidden Switch — DC 25 Perception to locate
  • Hidden Lock — DC 25 Perception + DC 30 Disable Device
Effect Types
Pit — Reflex save to avoid (DC set by builder); 1d6 per 10 ft. of depth. May include spikes, liquid, or a secondary trap at the bottom.
Ranged Attack — Normal attack roll (darts, arrows, spears). Builder sets attack bonus.
Melee Attack — Blades, falling blocks, etc. Builder sets attack bonus and damage.
Spell Trap — Produces a spell's effect. Save DC = 10 + spell level + caster's ability modifier.
Magic Device — Like a wand or rod going off. Save DC = (10 + spell level) × 1.5.
Miscellaneous Features
Alchemical Item — tanglefoot bags, alchemist's fire, etc. CR modifier = spell level of mimicked effect.
Gas — inhaled poison delivery; always pairs with Never Miss + Onset Delay.
Liquid — drowning danger; always pairs with Never Miss + Onset Delay. CR +5.
Multiple Targets — can affect more than one creature. CR +1 (non-damage).
Never Miss — no attack roll or saving throw; always has Onset Delay. CR +2.
Onset Delay — time between springing and damage. Required for Never Miss traps.
Pit Spikes — treat as daggers with +10 attack; +1 damage per 10 ft. depth (max +5); 1d4 spikes per target. Damage is in addition to fall damage.
Poison — injury, contact, or inhaled only (no ingested). CR modifier varies by poison type.
Touch Attack — only needs a successful touch attack to hit. CR +1.

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 2020 TouchNone Atk +15 ranged (1d8+1/×3)
1 Pit Trap Mech 2020 LocationManual 20-ft. pit (2d6 fall); DC 20 Reflex avoids; 10-ft. square
1 Poisoned Dart Trap Mech 2020 TouchNone Atk +10 ranged (1d3 + greenblood oil)
1 Swinging Axe Trap Mech 2020 LocationManual Atk +10 melee (1d8+1/×3); 10-ft. line
2 Burning Hands Trap Magic 2626 Proximity (alarm)None burning hands (2d4 fire; DC 11 Reflex half); 15-ft. cone
2 Javelin Trap Mech 2020 LocationNone Atk +15 ranged (1d6+6)
2 Spiked Pit Trap Mech 2020 LocationManual 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 2727 Proximity (alarm)None acid arrow (Atk +2 ranged touch; 2d4 acid for 4 rounds)
3 Camouflaged Pit Trap Mech 2520 LocationManual 30-ft. pit (3d6 fall); DC 20 Reflex avoids; 10-ft. square
4 Electricity Arc Trap Mech 2520 TouchNone 4d6 electricity; DC 20 Reflex half; 30-ft. line
4 Wall Scythe Trap Mech 2020 LocationAutomatic Atk +20 melee (2d4+6/×4)
5 Falling Block Trap Mech 2020 LocationManual Atk +15 melee (6d6); 10-ft. square
5 Fireball Trap Magic 2828 Proximity (alarm)None fireball (6d6 fire; DC 14 Reflex half); 20-ft.-radius burst
6 Flame Strike Trap Magic 3030 Proximity (alarm)None flame strike (8d6 fire; DC 17 Reflex half); 10-ft.-radius cylinder
6 Wyvern Arrow Trap Mech 2020 LocationNone Atk +15 ranged (1d6 + wyvern poison/×3)
7 Frost Fangs Trap Mech 2520 LocationNone Jets of freezing water (3d6 cold; DC 20 Reflex half); 40-ft.-square chamber; 3 rounds
7 Summon Monster VI Trap Magic 3131 Proximity (alarm)None summon monster VI (1d3 Large elementals or 1 Huge elemental)
8 Camouflaged Spiked Pit Trap Mech 2520 LocationManual 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 2520 LocationRepair Poison gas (insanity mist); never miss; onset delay 1 round; 10-ft.×10-ft. room
9 Hail of Arrows Trap Mech 2525 Visual (arcane eye)Repair Atk +20 ranged (6d6); 20-ft. line
9 Shocking Floor Trap Magic 2626 Proximity (alarm)None shocking grasp (Atk +9 melee touch; 4d6 electricity); 40-ft.-square room; 1d6 rounds
10 Chamber of Blades Trap Mech 2520 LocationRepair Atk +20 melee (3d8+3); 20-ft.-square chamber; 1d4 rounds
10 Energy Drain Trap Magic 3434 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 3030 Proximity (alarm)None cone of cold (15d6 cold; DC 17 Reflex half); 60-ft. cone
12 Poisoned Pit Trap Mech 2520 LocationManual 50-ft. pit (5d6 fall); spikes + shadow essence poison; DC 25 Reflex avoids; 10-ft. square
13 Maximized Fireball Trap Magic 3131 Proximity (alarm)None fireball maximized (60 fire damage; DC 14 Reflex half); 20-ft.-radius burst
14 Harm Trap Magic 3131 TouchNone harm (Atk +6 melee touch; 130 damage; DC 19 Will half; min 1 HP)
15 Crushing Stone Trap Mech 3020 LocationManual Atk +15 melee (16d6); 10-ft. square
16 Empowered Disintegrate Trap Magic 3333 Sight (true seeing)None disintegrate empowered (Atk +9 ranged touch; 30d6+50%; DC 19 Fort → 5d6+50%)
17 Lightning Bolt Gallery Trap Magic 2929 Proximity (alarm)None lightning bolt heightened (8d6 electricity; DC 16 Reflex half); 60-ft.-square chamber; 1d6 rounds
18 Deadly Spear Trap Mech 3030 Sight (true seeing)Manual Atk +20 ranged (1d8+6 + black lotus extract)
19 Meteor Swarm Trap Magic 3434 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 3434 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

FeatureCR 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 deviceLevel 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

FeatureCR 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 CRBase DC
1–520
6–1025
11–1530
16+35
+5 DC for proximity trigger or automatic reset.

Cost — Mechanical Traps

Base: 1,000 gp × CR. No reset: halve cost. Automatic reset: add 50%. Add the cost of any alchemical items or poison separately. For auto-reset traps, multiply poison/alchemical cost ×20 for supply. Simple traps (pits) may cost as little as 250 gp × CR.

Cost — Magic Device Traps

FeatureCost Modifier
Alarm spell in triggerFree
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.