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.
Trap Types
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
  26. 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.
  27. 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.
  28. 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.
  29. 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.
  30. 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.
  31. 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.
  32. 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.
  33. 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.
  34. 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.
  35. 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.
  36. 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.
  37. 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.
  38. 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.
  39. 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.
  40. 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.
  41. 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.
  42. 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.
  43. 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.
  44. 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.
  45. 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.
  46. 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.
  47. 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.
  48. 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.
  49. 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.
  50. 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.
  51. 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.
  52. 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.
  53. 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.
  54. 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.
  55. 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.
  56. 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.
  57. 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.
  58. 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.
  59. 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.
  60. 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.
  61. 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.
  62. 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.
  63. 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.
  64. 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.
  65. 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.
  66. 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.
  67. 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.
  68. 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.
  69. 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.
  70. 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.
  71. 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.
  72. 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.
  73. 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.
  74. 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.
  75. 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.
  76. 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.
  77. 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.
  78. 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.
  79. 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.
  80. 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.
  81. 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.
  82. 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.
  83. 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.
  84. 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.
  85. 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.
  86. 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.
  87. 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.
  88. 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.
  89. 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.
  90. 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.
  91. 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.
  92. 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.
  93. 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.
  94. 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.
  95. 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.
  96. 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.
  97. 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.
  98. 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.
  99. 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.
  100. 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 )
  1. Alarm 9th
  2. Animate objects 14th
  3. Dancing lights 9th
  4. Ghost sound 9th
  5. Gust of wind 11th
  6. Invisibility 10th
  7. Mage’s private sanctum 13th
  8. Magic mouth 10th
  9. Phase door 15th
  10. Prismatic sphere 17th
  11. Prismatic wall 16th
  12. Shrink item 11th
  13. Solid fog 12th
  14. Stinking cloud 11th
  15. Symbol of death 16th
  16. Symbol of fear 14th
  17. Symbol of insanity 16th
  18. Symbol of pain 13th
  19. Symbol of sleep 16th
  20. Symbol of stunning 15th
  21. Symbol of weakness 15th
  22. Teleportation circle 17th
  23. Wall of fire 12th
  24. Wall of force 13th
  25. Web 10th
House of Stone Constructs:
  1. Monster Name      Type/Size     CR      Special Qualities   
  2. Animated Object, Colossal    Colossal     10     Construct traits, darkvision 60 ft., low-light vision; also see text
  3. Animated Object, Gargantuan    Gargantuan     07     Construct traits, darkvision 60 ft., low-light vision; also see text
  4. Animated Object, Huge    Huge     05     Construct traits, darkvision 60 ft., low-light vision; also see text
  5. Animated Object, Large    Large     03     Construct traits, darkvision 60 ft., low-light vision; also see text
  6. Animated Object, Medium    Medium     02     Construct traits, darkvision 60 ft., low-light vision; also see text
  7. Animated Object, Small    Small     01     Construct traits, darkvision 60 ft., low-light vision; also see text
  8. Animated Object, Tiny    Tiny     1/2     Construct traits, darkvision 60 ft., low-light vision; also see text
  9. Caryatid Column, CR 3 Medium Construct traits, darkvision 60 ft., low-light vision; also see text
  10. Golem, Clay    Large     10     Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision
  11. Golem, Flesh    Large     07     Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
  12. Golem, Iron    Large     13     Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
  13. Golem, Stone    Large     11     Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
  14. Homunculus    Tiny     01     Construct traits, darkvision 60 ft., low-light vision
  15. 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:
  1. Candle Stick with light spell on the end.
  2. A bell that rings itself if touched
  3. A group of 6 caltrops that will sip around people who don't say the deactivation words "Down boys".
  4. 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.
  5. Whistle that blows loudly when touched
  6. A spider that will attack anyone coming into a room unless the words "It's me" are spoken
Small Animated Objects:
  1. Spell Books - These books will attack anyone trying to open them except for the books original owner (see room details)
  2. 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..
  3. 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.
  4. Cabinets - They will give their lives to remain closed until the words "open for <name of owner>" are spoken
  5. Chests - Anyone trying to open a chest like this must defeat the object unless the words "open for <name of original owner>" are spoken.
  6. 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
  1. 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
  2. Walking Overstuffed Chair - A person sitting in the chair can cause it to move at 10' by leaning in  the desired direction.
  3. 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.
  4. 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.
  5. 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"
  6. 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:

pict

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.