Random Roller
Animated Items, Constructs and Permancy Spell list
It is up to the DM to determine that the items in the room are a
good match for the campagn the players are in. If not, you will find
random charts below that are non-magical in nature and will generate
(or suggest) an alternative to what is in the module. It is also OK
to simply pick an item from the list of random items to substitute
instead of randomly selecting it.
Random Traps
Not all of the trap types are listed below. Those that involve a
serious modification of the maps (like colapsing ceilings and walls)
have been removed.
Daring DM can use a straight d100 to locate the random trap, but
they have been arranged in ascending order of difficulty. Here is
the recommended way to roll for the random trap that takes the
current CR of the party into account.
- Low Level Party (1 to 3) Roll 2d12 (2-24)
- Medium Level Party (4-7) - Roll d100 and divide by 2 (1 to 50)
- High Level Party (8 and up) - Roll 2d12+50
Trap Types
- CR 1 Traps - Basic Arrow Trap: CR 1; mechanical;
proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow);
Search DC 20; Disable Device DC 20. Market Price: 2,000 gp.
- Camouflaged Pit Trap: CR 1; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 10 ft. deep
(1d6, fall); Search DC 24; Disable Device DC 20. Market Price:
1,800 gp.
- Deeper Pit Trap: CR 1; mechanical; location trigger;
manual reset; hidden switch bypass (Search DC 25); DC 15 Reflex
save avoids; 20 ft. deep (2d6, fall); multiple targets (first
target in each of two adjacent 5-ft. squares); Search DC 20;
Disable Device DC 23. Market Price: 1,300 gp.
- Fusillade of Darts: CR 1; mechanical; location trigger;
manual reset; Atk +10 ranged (1d4+1, dart); multiple targets
(fires 1d4 darts at each target in two adjacent 5-ft. squares);
Search DC 14; Disable Device DC 20. Market Price: 500 gp.
- Poison Dart Trap: CR 1; mechanical; location trigger;
manual reset; Atk +8 ranged (1d4 plus poison, dart); poison
(bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3
Wis); Search DC 20; Disable Device DC 18. Market Price: 700 gp.
- Poison Needle Trap: CR 1; mechanical; touch trigger;
manual reset; Atk +8 ranged (1 plus greenblood oil poison);
Search DC 22; Disable Device DC 20. Market Price: 1,300 gp.
- Portcullis Trap: CR 1; mechanical; location trigger;
manual reset; Atk +10 melee (3d6); Search DC 20; Disable Device
DC 20. Note: Damage applies only to those underneath the
portcullis. Portcullis blocks passageway. Market Price: 1,400
gp.
- Razor-Wire across Hallway: CR 1; mechanical; location
trigger; no reset; Atk +10 melee (2d6, wire); multiple targets
(first target in each of two adjacent 5-ft. squares); Search DC
22; Disable Device DC 15. Market Price: 400 gp.
- Rolling Rock Trap: CR 1; mechanical; location trigger;
manual reset; Atk +10 melee (2d6, rock); Search DC 20; Disable
Device DC 22. Market Price: 1,400 gp.
- Scything Blade Trap: CR 1; mechanical; location
trigger; automatic reset; Atk +8 melee (1d8/x3); Search DC 21;
Disable Device DC 20. Market Price: 1,700 gp.
- Spear Trap: CR 1; mechanical; location trigger; manual
reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable
Device DC 20. Note: 200-ft. max range, target determined
randomly from those in its path. Market Price: 1,200 gp.
- Swinging Block Trap: CR 1; mechanical; touch trigger;
manual reset; Atk +5 melee (4d6, stone block); Search DC 20;
Disable Device DC 20. Market Price: 500 gp.
- Wall Blade Trap: CR 1; mechanical; touch trigger;
automatic reset; hidden switch bypass (Search DC 25); Atk +10
melee (2d4/x4, scythe); Search DC 22; Disable Device DC 22.
Market Price: 2,500 gp.
- CR 2 Traps - Box of Brown Mold: CR 2; mechanical;
touch trigger (opening the box); automatic reset; 5-ft. cold
aura (3d6, cold nonlethal); Search DC 22; Disable Device DC 16.
Market Price: 3,000 gp.
- Burning Hands Trap: CR 2; magic device; proximity
trigger (alarm); automatic reset; spell effect (burning hands,
1st-level wizard, 1d4 fire, DC 11 Reflex save half damage);
Search DC 26; Disable Device DC 26. Cost: 500 gp, 40 XP.
- Camouflaged Pit Trap: CR 2; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep
(2d6, fall); multiple targets (first target in each of two
adjacent 5-ft. squares); Search DC 24; Disable Device DC 19.
Market Price: 3,400 gp.
- Inflict Light Wounds Trap: CR 2; magic device; touch
trigger; automatic reset; spell effect (inflict light wounds,
1st-level cleric, 1d8+1, DC 11 Will save half damage); Search DC
26; Disable Device DC 26. Cost: 500 gp, 40 XP.
- Javelin Trap: CR 2; mechanical; location trigger;
manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20;
Disable Device DC 18. Market Price: 4,800 gp.
- Large Net Trap: CR 2; mechanical; location trigger;
manual reset; Atk +5 melee (see note); Search DC 20; Disable
Device DC 25. Note: Characters in 10-ft. square are grappled by
net (Str 18) if they fail a DC 14 Reflex save. Market Price:
3,000 gp.
- Pit Trap: CR 2; mechanical, location trigger; manual
reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Search
DC 20; Disable Device DC 20. Market Price: 2,000 gp.
- Poison Needle Trap: CR 2; mechanical; touch trigger;
repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1
plus poison, needle); poison (blue whinnis, DC 14 Fortitude save
resists (poison only), 1 Con/unconsciousness); Search DC 22;
Disable Device DC 17. Market Price: 4,720 gp.
- Spiked Pit Trap: CR 2; mechanical; location trigger;
automatic reset; DC 20 Reflex save avoids; 20 ft. deep (2d6,
fall); multiple targets (first target in each of two adjacent
5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 each); Search DC 18; Disable Device DC 15. Market
Price: 1,600 gp.
- Tripping Chain: CR 2; mechanical; location trigger;
automatic reset; multiple traps (tripping and melee attack); Atk
+15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain);
Search DC 15; Disable Device DC 18. Market Price: 3,800 gp.
Note: This trap is really one CR 1 trap that trips and a second
CR 1 trap that attacks with a spiked chain. If the tripping
attack succeeds, a +4 bonus applies to the spiked chain attack
because the opponent is prone.
- Well-Camouflaged Pit Trap: CR 2; mechanical; location
trigger; repair reset; DC 20 Reflex save avoids; 10 ft. deep
(1d6, fall); Search DC 27; Disable Device DC 20. Market Price:
4,400 gp.
- CR 3 Traps - Burning Hands Trap: CR 3; magic device;
proximity trigger (alarm); automatic reset; spell effect
(burning hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save
half damage); Search DC 26; Disable Device DC 26. Cost: 2,500
gp, 200 XP.
- Camouflaged Pit Trap: CR 3; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 30 ft. deep
(3d6, fall); multiple targets (first target in each of two
adjacent squares); Search DC 24; Disable Device DC 18. Market
Price: 4,800 gp.
- Ceiling Pendulum: CR 3; mechanical; timed trigger;
automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC
15; Disable Device DC 27. Market Price: 14,100 gp.
- Fire Trap: CR 3; spell; spell trigger; no reset; spell
effect (fire trap, 3rd-level druid, 1d4+3 fire, DC 13 Reflex
save half damage); Search DC 27; Disable Device DC 27. Cost: 85
gp to hire NPC spellcaster.
- Extended Bane Trap: CR 3; magic device; proximity
trigger (detect good); automatic reset; spell effect (extended
bane, 3rd-level cleric, DC 13 Will save negates); Search DC 27;
Disable Device DC 27. Cost: 3,500 gp, 280 XP.
- Ghoul Touch Trap: CR 3; magic device; touch trigger;
automatic reset; spell effect (ghoul touch, 3rd-level wizard, DC
13 Fortitude save negates); Search DC 27; Disable Device DC 27.
Cost: 3,000 gp, 240 XP.
- Hail of Needles: CR 3; mechanical; location trigger;
manual reset; Atk +20 ranged (2d4); Search DC 22; Disable Device
DC 22. Market Price: 5,400 gp.
- Acid Arrow Trap: CR 3; magic device; proximity trigger
(alarm); automatic reset; Atk +2 ranged touch; spell effect
(acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds);
Search DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
- Pit Trap: CR 3; mechanical, location trigger; manual
reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search
DC 20; Disable Device DC 20. Market Price: 3,000 gp.
- Poisoned Arrow Trap: CR 3; mechanical; touch trigger;
manual reset; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8
plus poison, arrow); poison (Large monstrous scorpion venom, DC
14 Fortitude save resists, 1d4 Con/1d4 Con); Search DC 19;
Disable Device DC 15. Market Price: 2,900 gp.
- Spiked Pit Trap: CR 3; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall);
multiple targets (first target in each of two adjacent 5-ft.
squares); pit spikes (Atk +10 melee, 1d4 spikes per target for
1d4+2 each); Search DC 21; Disable Device DC 20. Market Price:
3,600 gp.
- Stone Blocks from Ceiling: CR 3; mechanical; location
trigger; repair reset; Atk +10 melee (4d6, stone blocks); Search
DC 25; Disable Device DC 20. Market Price: 5,400 gp.
- CR 4 Traps - Bestow Curse Trap: CR 4; magic device;
touch trigger (detect chaos); automatic reset; spell effect
(bestow curse, 5th-level cleric, DC 14 Will save negates);
Search DC 28; Disable Device DC 28. Cost: 8,000 gp, 640 XP.
- Camouflaged Pit Trap: CR 4; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep
(4d6, fall); multiple targets (first target in each of two
adjacent 5-ft. squares); Search DC 25; Disable Device DC 17.
Market Price: 6,800 gp.
- Glyph of Warding (Blast): CR 4; spell; spell trigger;
no reset; spell effect (glyph of warding [blast], 5th-level
cleric, 2d8 acid, DC 14 Reflex save half damage); multiple
targets (all targets within 5 ft.); Search DC 28; Disable Device
DC 28. Cost: 350 gp to hire NPC spellcaster.
- Lightning Bolt Trap: CR 4; magic device; proximity
trigger (alarm); automatic reset; spell effect (lightning bolt,
5th-level wizard, 5d6 electricity, DC 14 Reflex save half
damage); Search DC 28; Disable Device DC 28. Cost: 7,500 gp, 600
XP.
- Pit Trap: CR 4; mechanical, location trigger; manual
reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); Search
DC 20; Disable Device DC 20. Market Price: 4,000 gp.
- Poisoned Dart Trap: CR 4; mechanical; location trigger;
manual reset; Atk +15 ranged (1d4+4 plus poison, dart); multiple
targets (1 dart per target in a 10-ft.-by-10-ft. area); poison
(Small monstrous centipede poison, DC 10 Fortitude save resists,
1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22. Market
Price: 12,090 gp.
- Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no
reset; spell effect (sepia snake sigil, 5th-level wizard, DC 14
Reflex save negates); Search DC 28; Disable Device DC 28. Cost:
650 gp to hire NPC spellcaster.
- Spiked Pit Trap: CR 4; mechanical; location trigger;
automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6,
fall); pit spikes (Atk +10 melee, 1d4 spikes per target for
1d4+5 each); Search DC 20; Disable Device DC 20. Market Price:
4,000 gp.
- Wall Scythe Trap: CR 4; mechanical; location trigger;
automatic reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21;
Disable Device DC 18. Market Price: 17,200 gp.
- Water-Filled Room Trap: CR 4; mechanical; location
trigger; automatic reset; multiple targets (all targets in a
10-ft.-by-10-ft. room); never miss; onset delay (5 rounds);
liquid; Search DC 17; Disable Device DC 23. Market Price: 11,200
gp.
- Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location
trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep
(2d6, fall); multiple targets (first target in each of two
adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes
per target for 1d4+2 each); Search DC 18; Disable Device DC 25.
Market Price: 7,200 gp.
- CR 5 Traps - Camouflaged Pit Trap: CR 5; mechanical;
location trigger; manual reset; DC 20 Reflex save avoids; 50 ft.
deep (5d6, fall); multiple targets (first target in each of two
adjacent 5-ft. squares); Search DC 25; Disable Device DC 17.
Market Price: 8,500 gp.
- Doorknob Smeared with Contact Poison: CR 5; mechanical;
touch trigger (attached); manual reset; poison (nitharit, DC 13
Fortitude save resists, 0/3d6 Con); Search DC 25; Disable Device
DC 19. Market Price: 9,650 gp.
- Fire Trap: CR 5; spell; spell trigger; no reset; spell
effect (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex
save half damage); Search DC 29; Disable Device DC 29. Cost: 305
gp to hire NPC spellcaster.
- Fireball Trap: CR 5; magic device; touch trigger;
automatic reset; spell effect (fireball, 8th-level wizard, 8d6
fire, DC 14 Reflex save half damage); Search DC 28; Disable
Device DC 28. Cost: 12,000 gp, 960 XP.
- Flooding Room Trap: CR 5; mechanical; proximity
trigger; automatic reset; no attack roll necessary (see note
below); Search DC 20; Disable Device DC 25. Note: Room floods in
4 rounds. Market Price: 17,500 gp.
- Fusillade of Darts: CR 5; mechanical; location trigger;
manual reset; Atk +18 ranged (1d4+1, dart); multiple targets
(1d8 darts per target in a 10-ft.-by-10-ft. area); Search DC 19;
Disable Device DC 25. Market Price: 18,000 gp.
- Moving Executioner Statue: CR 5; mechanical; location
trigger; automatic reset; hidden switch bypass (Search DC 25);
Atk +16 melee (1d12+8/x3, greataxe); multiple targets (both arms
attack); Search DC 25; Disable Device DC 18. Market Price:
22,500 gp.
- Phantasmal Killer Trap: CR 5; magic device; proximity
trigger (alarm covering the entire room); automatic reset; spell
effect (phantasmal killer, 7th-level wizard, DC 16 Will save for
disbelief and DC 16 Fort save for partial effect); Search DC 29;
Disable Device DC 29. Cost: 14,000 gp, 1,120 XP.
- Pit Trap: CR 5; mechanical, location trigger; manual
reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall);
Search DC 20; Disable Device DC 20. Market Price: 5,000 gp.
- Poison Wall Spikes: CR 5; mechanical; location trigger;
manual reset; Atk +16 melee (1d8+4 plus poison, spike); multiple
targets (closest target in each of two adjacent 5-ft. squares);
poison (Medium monstrous spider venom, DC 12 Fortitude save
resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21.
Market Price: 12,650 gp.
- Spiked Pit Trap: CR 5; mechanical; location trigger;
manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall);
multiple targets (first target in each of two adjacent 5-ft.
squares); pit spikes (Atk +10 melee, 1d4 spikes per target for
1d4+4 each); Search DC 21; Disable Device DC 20. Market Price:
13,500 gp.
- Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical;
location trigger, manual reset; DC 20 Reflex save avoids; 80 ft.
deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for
1d4+5 each); Search DC 20; Disable Device DC 20. Market Price:
5,000 gp.
- Ungol Dust Vapor Trap: CR 5; mechanical; location
trigger; manual reset; gas; multiple targets (all targets in a
10-ft.-by-10-ft. room); never miss; onset delay (2 rounds);
poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha
plus 1 Cha drain); Search DC 20; Disable Device DC 16. Market
Price: 9,000 gp.
- CR 6 Traps - Built-to-Collapse Wall: CR 6; mechanical;
proximity trigger; no reset; Atk +20 melee (8d6, stone blocks);
multiple targets (all targets in a 10-ft.-by-10-ft. area);
Search DC 14; Disable Device DC 16. Market Price: 15,000 gp.
- Compacting Room: CR 6; mechanical; timed trigger;
automatic reset; hidden switch bypass (Search DC 25); walls move
together (12d6, crush); multiple targets (all targets in a
10-ft.-by- 10-ft. room); never miss; onset delay (4 rounds);
Search DC 20; Disable Device DC 22. Market Price: 25,200 gp.
- Flame Strike Trap: CR 6; magic device; proximity
trigger (detect magic); automatic reset; spell effect (flame
strike, 9th-level cleric, 9d6 fire, DC 17 Reflex save half
damage); Search DC 30; Disable Device DC 30. Cost: 22,750 gp,
1,820 XP.
- Fusillade of Spears: CR 6; mechanical; proximity
trigger; repair reset; Atk +21 ranged (1d8, spear); multiple
targets (1d6 spears per target in a 10 ft.-by-10-ft. area);
Search DC 26; Disable Device DC 20. Market Price: 31,200 gp.
- Glyph of Warding (Blast): CR 6; spell; spell trigger;
no reset; spell effect (glyph of warding [blast], 16th-level
cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple
targets (all targets within 5 ft.); Search DC 28; Disable Device
DC 28. Cost: 680 gp to hire NPC spellcaster.
- Lightning Bolt Trap: CR 6; magic device; proximity
trigger (alarm); automatic reset; spell effect (lightning bolt,
10th-level wizard, 10d6 electricity, DC 14 Reflex save half
damage); Search DC 28; Disable Device DC 28. Cost: 15,000 gp,
1,200 XP.
- Spiked Blocks from Ceiling: CR 6; mechanical; location
trigger; repair reset; Atk +20 melee (6d6, spikes); multiple
targets (all targets in a 10-ft.-by-10-ft. area); Search DC 24;
Disable Device DC 20. Market Price: 21,600 gp.
- Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical;
location trigger, manual reset; DC 20 Reflex save avoids; 100
ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per
target for 1d4+5 each); Search DC 20; Disable Device DC 20.
Market Price: 6,000 gp.
- Whirling Poison Blades: CR 6; mechanical; timed
trigger; automatic reset; hidden lock bypass (Search DC 25, Open
Lock DC 30); Atk +10 melee (1d4+4/19–20 plus poison, dagger);
poison (purple worm poison, DC 24 Fortitude save resists, 1d6
Str/2d6 Str); multiple targets (one target in each of three
preselected 5-ft. squares); Search DC 20; Disable Device DC 20.
Market Price: 30,200 gp.
- Wide-Mouth Pit Trap: CR 6; mechanical; location
trigger, manual reset; DC 25 Reflex save avoids; 40 ft. deep
(4d6, fall); multiple targets (all targets within a
10-ft.-by-10-ft. area); Search DC 26; Disable Device DC 25.
Market Price: 28,200 gp.
- Wyvern Arrow Trap: CR 6; mechanical; proximity trigger;
manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison
(wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con);
Search DC 20; Disable Device DC 16. Market Price: 17,400 gp.
- CR 7 Traps - Acid Fog Trap: CR 7; magic device;
proximity trigger (alarm); automatic reset; spell effect (acid
fog, 11th-level wizard, 2d6/round acid for 11 rounds); Search DC
31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
- Blade Barrier Trap: CR 7; magic device; proximity
trigger (alarm); automatic reset; spell effect (blade barrier,
11th-level cleric, 11d6 slashing, DC 19 Reflex save half
damage); Search DC 31; Disable Device DC 31. Cost: 33,000 gp,
2,640 XP.
- Burnt Othur Vapor Trap: CR 7; mechanical; location
trigger; repair reset; gas; multiple targets (all targets in a
10-ft.-by-10-ft. room); never miss; onset delay (3 rounds);
poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con
drain/3d6 Con); Search DC 21; Disable Device DC 21. Market
Price: 17,500 gp.
- Chain Lightning Trap: CR 7; magic device; proximity
trigger (alarm); automatic reset; spell effect (chain lightning,
11th-level wizard, 11d6 electricity to target nearest center of
trigger area plus 5d6 electricity to each of up to eleven
secondary targets, DC 19 Reflex save half damage); Search DC 31;
Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
- Black Tentacles Trap: CR 7; magic device; proximity
trigger (alarm); no reset; spell effect (black tentacles,
7th-level wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4,
tentacle]); multiple targets (up to six tentacles per target in
each of two adjacent 5-ft. squares); Search DC 29; Disable
Device DC 29. Cost: 1,400 gp, 112 XP.
- Fusillade of Greenblood Oil Darts: CR 7; mechanical;
location trigger; manual reset; Atk +18 ranged (1d4+1 plus
poison, dart); poison (greenblood oil, DC 13 Fortitude save
resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target
in a 10-ft.-by-10-ft. area); Search DC 25; Disable Device DC 25.
Market Price: 33,000 gp.
- Lock Covered in Dragon Bile: CR 7; mechanical; touch
trigger (attached); no reset; poison (dragon bile, DC 26
Fortitude save resists, 3d6 Str/0); Search DC 27; Disable Device
DC 16. Market Price: 11,300 gp.
- Summon Monster VI Trap: CR 7; magic device; proximity
trigger (alarm); no reset; spell effect (summon monster VI,
11th-level wizard), Search DC 31; Disable Device DC 31. Cost:
3,300 gp, 264 XP.
- Water-Filled Room: CR 7; mechanical; location trigger;
manual reset; multiple targets (all targets in a
10-ft.-by-10-ft. room); never miss; onset delay (3 rounds);
water; Search DC 20; Disable Device DC 25. Market Price: 21,000
gp.
- Well-Camouflaged Pit Trap: CR 7; mechanical; location
trigger; repair reset; DC 25 Reflex save avoids; 70 ft. deep
(7d6, fall); multiple targets (first target in each of two
adjacent 5-ft. squares); Search DC 27; Disable Device DC 18.
Market Price: 24,500 gp.
- CR 8 Traps - Deathblade Wall Scythe: CR 8; mechanical;
touch trigger; manual reset; Atk +16 melee (2d4+8 plus poison,
scythe); poison (deathblade, DC 20 Fortitude save resists, 1d6
Con/2d6 Con); Search DC 24; Disable Device DC 19. Market Price:
31,400 gp.
- Destruction Trap: CR 8; magic device; touch trigger
(alarm); automatic reset; spell effect (destruction, 13th-level
cleric, DC 20 Fortitude save for 10d6 damage); Search DC 32;
Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
- Earthquake Trap: CR 8; magic device; proximity trigger
(alarm); automatic reset; spell effect (earthquake, 13th-level
cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on
terrain); Search DC 32; Disable Device DC 32. Cost: 45,500 gp,
3,640 XP.
- Insanity Mist Vapor Trap: CR 8; mechanical; location
trigger; repair reset; gas; never miss; onset delay (1 round);
poison (insanity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6
Wis); multiple targets (all targets in a 10-ft.-by-10-ft. room);
Search DC 25; Disable Device DC 20. Market Price: 23,900 gp.
- Acid Arrow Trap: CR 8; magic device; visual trigger
(true seeing); automatic reset; multiple traps (two simultaneous
acid arrow traps); Atk +9 ranged touch and +9 ranged touch;
spell effect (acid arrow, 18th-level wizard, 2d4 acid damage for
7 rounds); Search DC 27; Disable Device DC 27. Cost: 83,500 gp,
4,680 XP. Note: This trap is really two CR 6 acid arrow traps
that fire simultaneously, using the same trigger and reset.
- Power Word Stun Trap: CR 8; magic device; touch
trigger; no reset; spell effect (power word stun, 13th-level
wizard), Search DC 32; Disable Device DC 32. Cost: 4,550 gp, 364
XP.
- Prismatic Spray Trap: CR 8; magic device; proximity
trigger (alarm); automatic reset; spell effect (prismatic spray,
13th-level wizard, DC 20 Reflex, Fortitude, or Will save,
depending on effect); Search DC 32; Disable Device DC 32. Cost:
45,500 gp, 3,640 XP.
- Reverse Gravity Trap: CR 8; magic device; proximity
trigger (alarm, 10-ft. area); automatic reset; spell effect
(reverse gravity, 13th-level wizard, 6d6 fall [upon hitting the
ceiling of the 60-ft.- high room], then 6d6 fall [upon falling
60 ft. to the floor when the spell ends], DC 20 Reflex save
avoids damage); Search DC 32; Disable Device DC 32. Cost: 45,500
gp, 3,640 XP.
- Well-Camouflaged Pit Trap: CR 8; mechanical; location
trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep
(10d6, fall); Search DC 27; Disable Device DC 18. Market Price:
16,000 gp.
- Word of Chaos Trap: CR 8; magic device; proximity
trigger (detect law); automatic reset; spell effect (word of
chaos, 13th-level cleric); Search DC 32; Disable Device DC 32.
Cost: 46,000 gp, 3,680 XP.
- CR 9 Traps - Drawer Handle Smeared with Contact Poison:
CR 9; mechanical; touch trigger (attached); manual reset; poison
(black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6
Con); Search DC 18; Disable Device DC 26. Market Price: 21,600
gp.
- Incendiary Cloud Trap: CR 9; magic device; proximity
trigger (alarm); automatic reset; spell effect (incendiary
cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex
save half damage); Search DC 33; Disable Device DC 33. Cost:
60,000 gp, 4,800 XP.
- Wide-Mouth Pit Trap: CR 9; mechanical; location
trigger; manual reset; DC 25 Reflex save avoids; 100 ft. deep
(10d6, fall); multiple targets (all targets within a
10-ft.-by-10-ft. area); Search DC 25; Disable Device DC 25.
Market Price: 40,500 gp.
- Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9;
mechanical; location trigger; manual reset; hidden lock bypass
(Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70
ft. deep (7d6, fall); multiple targets (all targets within a
10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes
per target for 1d4+5 plus poison each); poison (giant wasp
poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex); Search
DC 20; Disable Device DC 20. Market Price: 11,910 gp.
- CR 10 Traps - Crushing Room: CR 10; mechanical;
location trigger; automatic reset; walls move together (16d6,
crush); multiple targets (all targets in a 10-ft.-by-10-ft.
room); never miss; onset delay (2 rounds); Search DC 22; Disable
Device DC 20. Market Price: 29,000 gp.
- Energy Drain Trap: CR 10; magic device; visual trigger
(true seeing); automatic reset; Atk +8 ranged touch; spell
effect (energy drain, 17th-level wizard, 2d4 negative levels for
24 hours, DC 23 Fortitude save negates); Search DC 34; Disable
Device DC 34. Cost: 124,000 gp, 7,920 XP.
- Forcecage and Summon Monster VII trap: CR 10; magic
device; proximity trigger (alarm); automatic reset; multiple
traps (one forcecage trap and one summon monster VII trap that
summons a hamatula); spell effect (forcecage, 13th-level
wizard), spell effect (summon monster VII, 13th-level wizard,
hamatula); Search DC 32; Disable Device DC 32. Cost: 241,000 gp,
7,280 XP. Note: This trap is really one CR 8 trap that creates a
forcecage and a second CR 8 trap that summons a hamatula in the
same area. If both succeed, the hamatula appears inside the
forcecage. These effects are independent of each other.
- Poisoned Spiked Pit Trap: CR 10; mechanical; location
trigger; manual reset; hidden lock bypass (Search DC 25, Open
Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall);
multiple targets (first target in each of two adjacent 5-ft.
squares); pit spikes (Atk +10 melee, 1d4 spikes per target for
1d4+5 plus poison each); poison (purple worm poison, DC 24
Fortitude save resists, 1d6 Str/2d6 Str); Search DC 16; Disable
Device DC 25. Market Price: 19,700 gp.
- Wail of the Banshee Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; spell effect (wail
of the banshee, 17th-level wizard, DC 23 Fortitude save
negates); multiple targets (up to 17 creatures); Search DC 34;
Disable Device DC 34. Cost: 76,500 gp, 6,120 XP.
Permanency Spells
Rolling a Permanency Spell - 2d12 (At the DMs discretion +/-1 )
- Alarm 9th
- Animate objects 14th
- Dancing lights 9th
- Ghost sound 9th
- Gust of wind 11th
- Invisibility 10th
- Mage’s private sanctum
13th
- Magic mouth 10th
- Phase door 15th
- Prismatic sphere 17th
- Prismatic wall 16th
- Shrink item 11th
- Solid fog 12th
- Stinking cloud 11th
- Symbol of death 16th
- Symbol of fear 14th
- Symbol of insanity 16th
- Symbol of pain 13th
- Symbol of sleep 16th
- Symbol of stunning 15th
- Symbol of weakness 15th
- Teleportation circle
17th
- Wall of fire 12th
- Wall of force 13th
- Web 10th
House of Stone Constructs:
- Monster Name Type/Size
CR Special
Qualities
- Animated Object, Colossal Colossal
10 Construct traits,
darkvision 60 ft., low-light vision; also see text
- Animated Object, Gargantuan Gargantuan
07 Construct traits,
darkvision 60 ft., low-light vision; also see text
- Animated Object, Huge Huge
05 Construct traits,
darkvision 60 ft., low-light vision; also see text
- Animated Object, Large Large
03 Construct traits,
darkvision 60 ft., low-light vision; also see text
- Animated Object, Medium Medium
02 Construct traits,
darkvision 60 ft., low-light vision; also see text
- Animated Object, Small Small
01 Construct traits,
darkvision 60 ft., low-light vision; also see text
- Animated Object, Tiny Tiny
1/2 Construct traits,
darkvision 60 ft., low-light vision; also see text
- Caryatid Column, CR 3 Medium Construct traits, darkvision 60
ft., low-light vision; also see text
- Golem, Clay Large 10
Construct traits, damage reduction
10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision
- Golem, Flesh Large 07
Construct traits, damage reduction
5/adamantine, darkvision 60 ft., immunity to magic, low-light
vision
- Golem, Iron Large 13
Construct traits, damage reduction
15/adamantine, darkvision 60 ft., immunity to magic, low-light
vision
- Golem, Stone Large 11
Construct traits, damage reduction
10/adamantine, darkvision 60 ft., immunity to magic, low-light
vision
- Homunculus Tiny 01
Construct traits, darkvision 60 ft.,
low-light vision
- Shield Guardian Large 08
Construct traits, darkvision 60 ft., fast
healing 5, find master, guard, low-light vision, shield other,
spell storing
The HoS is full of animated objects. Garrim Narmod "the
Feared" was fond of creating them and instructing them at creation
to perform simple repetative tasks. He loved them and they were
mostly tolerated by the generations that followed.
Tiny Animated Objects:
- Candle Stick with light spell on the end.
- A bell that rings itself if touched
- A group of 6 caltrops that will sip around people who don't
say the deactivation words "Down boys".
- An animated quill that will copy on ink and paper anything a
person says after speaking the activation words "Note, Quill,
Note". These words are uinscribde on the hollow part of the
feather.
- Whistle that blows loudly when touched
- A spider that will attack anyone coming into a room unless the
words "It's me" are spoken
Small Animated Objects:
- Spell Books - These books will attack anyone trying to open
them except for the books original owner (see room details)
- Hat Racks - They will follow the first person in the room
around (remain within 5' of them) until a garment is put on it
or the works "I'm hot" are spoken..
- Light Fixtures - These are permanent light rocks on animated
tripod legs that will remain within 5' of the firest person
entering the room unless the word "Stay" is spoken.
- Cabinets - They will give their lives to remain closed until
the words "open for <name of owner>" are spoken
- Chests - Anyone trying to open a chest like this must defeat
the object unless the words "open for <name of original
owner>" are spoken.
- Holy Objects - These are small icons that are each different
depending on the god it's dedicated to. The Gloomera
Figurenes look like a wise old lady with a smug looik on
her face. If touched the object will raise both it's arms
and lock fingers over its head then return to its original
position.
Medium Animated Objects
- Childs 1/2 Lifesize Doll - All it will do is begin to cry
until it is touched or until the words "Hush baby" are spoken
- Walking Overstuffed Chair - A person sitting in the chair can
cause it to move at 10' by leaning in the desired
direction.
- Walking Bed - It will walk 5' in any direction if the desired
side it touched. If you touch the right side it will move 5'
right.
- Animated Sex Doll - It looks like a voluptuous naked woman
made of leather. If touched in an erogonous zone it will begin
doing pelvic thrusts and the like.
- Walking Torch - The tourch is held on a wooden tripod that
will follow around the first person entering the room or switch
to the person who says "Over Here"
- Flying Sunrod - The sunrod is held horizontally across a thin
metal table will follow around the first person entering the
room or switch to the person who says "Over Here"
ANIMATED OBJECTS
|
Animated Object, Tiny
Tiny Construct |
|
Animated Object, Small
Small Construct |
|
Animated Object, Medium
Medium Construct |
Hit Dice: |
1/2 d10 (2 hp) |
|
1d10+10 (15 hp) |
|
2d10+20 (31 hp) |
Initiative: |
2 |
|
1 |
|
0 |
Speed: |
40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80
ft. wheels |
|
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70
ft. wheels |
|
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70
ft. wheels |
Armor Class: |
14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
|
14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 |
|
14 (+4 natural), touch 10, flat-footed 14 |
Base Attack/Grapple: |
+0/–9 |
|
+0/–4 |
|
+1/+2 |
Attack: |
Slam +1 melee (1d3–1) |
|
Slam +1 melee (1d4) |
|
Slam +2 melee (1d6+1) |
Full Attack: |
Slam +1 melee (1d3–1) |
|
Slam +1 melee (1d4) |
|
Slam +2 melee (1d6+1) |
Space/Reach: |
2-1/2 ft./0 ft. |
|
5 ft./5 ft. |
|
5 ft./5 ft. |
Special Attacks: |
See text |
|
See text |
|
See text |
Special Qualities: |
Construct traits,
darkvision 60 ft., low-light vision;
also see text |
|
Construct traits,
darkvision 60 ft., low-light vision;
also see text |
|
Construct traits,
darkvision 60 ft., low-light vision;
also see text |
Saves: |
Fort +0, Ref +2, Will –5 |
|
Fort +0, Ref +1, Will –5 |
|
Fort +0, Ref +0, Will –5 |
Abilities: |
Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1 |
|
Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 |
|
Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1 |
Skills: |
— |
|
— |
|
— |
Feats: |
— |
|
— |
|
— |
Environment: |
Any |
|
Any |
|
Any |
Organization: |
Group (4) |
|
Pair |
|
Solitary |
Challenge Rating: |
1/2
|
|
1 |
|
2 |
Treasure: |
None |
|
None |
|
None |
Alignment: |
Always neutral |
|
Always neutral |
|
Always neutral |
Advancement: |
— |
|
— |
|
— |
Level Adjustment: |
— |
|
— |
|
— |
|
Animated Object, Large
Large Construct |
|
Animated Object, Huge
Huge Construct |
|
Animated Object, Gargantuan
Gargantuan Construct |
Hit Dice: |
4d10+30 (52 hp) |
|
8d10+40 (84 hp) |
|
16d10+60 (148 hp) |
Initiative: |
+0 |
|
–1 |
|
–2 |
Speed: |
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60
ft. wheels |
|
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60
ft. wheels |
|
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50
ft. wheels |
Armor Class: |
14 (–1 size, +5 natural), touch 9, flat-footed 14 |
|
13 (–2 size, –1 Dex, +6 natural), touch 7, flat-footed 13 |
|
12 (–4 size, –2 Dex, +8 natural), touch 4, flat-footed 12 |
Base Attack/Grapple: |
+3/+10 |
|
+6/+19 |
|
+12/+31 |
Attack: |
Slam +5 melee (1d8+4) |
|
Slam +9 melee (2d6+7) |
|
Slam +15 melee (2d8+10) |
Full Attack: |
Slam +5 melee (1d8+4) |
|
Slam +9 melee (2d6+7) |
|
Slam +15 melee (2d8+10) |
Space/Reach: |
10 ft./5 ft. (long)
10 ft./10 ft. (tall) |
|
15 ft./10 ft. (long)
15 ft./15 ft. (tall) |
|
20 ft./15 ft. (long)
20 ft./20 ft. (tall) |
Special Attacks: |
See text |
|
See text |
|
See text |
Special Qualities: |
Construct traits,
darkvision 60 ft., low-light vision;
also see text |
|
Construct traits,
darkvision 60 ft., low-light vision;
also see text |
|
Construct traits,
darkvision 60 ft., low-light vision;
also see text |
Saves: |
Fort +1, Ref +1, Will –4 |
|
Fort +2, Ref +1, Will –3 |
|
Fort +5, Ref +3, Will +0 |
Abilities: |
Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1 |
|
Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1 |
|
Str 24, Dex 6, Con —, Int —, Wis 1, Cha 1 |
Skills: |
— |
|
— |
|
— |
Feats: |
— |
|
— |
|
— |
Environment: |
Any |
|
Any |
|
Any |
Organization: |
Solitary |
|
Solitary |
|
Solitary |
Challenge Rating: |
3 |
|
5 |
|
7 |
Treasure: |
None |
|
None |
|
None |
Alignment: |
Always neutral |
|
Always neutral |
|
Always neutral |
Advancement: |
— |
|
— |
|
— |
Level Adjustment: |
— |
|
— |
|
— |
|
Animated Object, Colossal
Colossal Construct |
Hit Dice: |
32d10+80 (256 hp) |
Initiative: |
–3 |
Speed: |
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50
ft. wheels |
Armor Class: |
11 (–8 size, –3 Dex, +12 natural), touch –1, flat-footed
11 |
Base Attack/Grapple: |
+24/+49 |
Attack: |
Slam +25 melee (4d6+13) |
Full Attack: |
Slam +25 melee (4d6+13) |
Space/Reach: |
30 ft./20 ft. (long) 30 ft./30 ft. (tall) |
Special Attacks: |
See text |
Special Qualities: |
Construct traits,
darkvision 60 ft., low-light vision;
also see text |
Saves: |
Fort +10, Ref +7, Will +5 |
Abilities: |
Str 28, Dex 4, Con —, Int —, Wis 1, Cha 1 |
Skills: |
— |
Feats: |
— |
Environment: |
Any |
Organization: |
Solitary |
Challenge Rating: |
10 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
— |
Level Adjustment: |
— |
Animated objects come in all sizes, shapes, and colors. They owe
their existence as creatures to spells such as animate objects or similar
supernatural abilities.
COMBAT
Animated objects fight only as directed by the
animator. They follow orders without question and to the best of
their abilities. Since they do not need to breathe and never tire,
they can be extremely capable minions.
An animated object can have one or more of the following special
abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet
or tapestry can grapple an opponent up to
three sizes larger than itself. The object makes a normal grapple
check. If it wins, it wraps itself around the opponent’s head,
causing that creature to be blinded until removed.
Constrict (Ex): A flexible animated object such as a rope,
vine, or rug deals damage equal to its slam damage value plus 1-
1/2 times its Strength bonus with a successful grapple check against a
creature up to one size larger than itself.
An object of at least Large size can make constriction attacks
against multiple creatures at once, if they all are at least two
sizes smaller than the object and can fit under it.
Hardness (Ex): An animated object has the same hardness it
had before it was animated.
Improved Speed (Ex): The base land speed given in the
statistics block assume that an animated object lurches, rocks, or
slithers along.
Objects with two legs (statues, ladders) or a similar shape that
allows faster movement have a +10 foot bonus to speed. Objects
with multiple legs (tables, chairs) have a +20 foot bonus to
speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object
can float and has a swim speed equal to half its land speed. A
rope or similar sinuous object has a climb speed equal to half its
land speed. A sheetlike object can fly (clumsy maneuverability) at
half its normal speed.
Trample (Ex): An animated object of at least Large size
and with a hardness of at least 10 can trample creatures two or
more sizes smaller than itself, dealing damage equal to the
object’s slam damage + 1-1/2 times its Strength bonus. Opponents
who do not make attacks of opportunity against the object can
attempt Reflex saves (DC 10 + 1/2 object’s HD + object’s Str
modifier) to halve the damage.