Watercurrent Wall (4e Trap)

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This trap consist of multiple holes in a wall. When triggered, a strong current of water will burst out of it. A dungeoneering check (DC 20) is required to realize that there's water behind the holes. This trap can be used to prevent players from reaching some areas easily, or to push them into a more dangerous trap. This trap delays until there's at least one enemy within range, after that, it attacks each turn on its initiative.

Watercurrent wall
Level 1 Trap
Terrain
100 XP
Detect: Perception DC 15 to notice the holes, DC 20 to notice the hidden control panel. Initiative: +5
Immune attacks
Standard Actions
Close.png Attack ♦ At-Will
Attack: Close blast 5 (creatures in blast); +5 vs. Fortitude-->
Hit: 1d4+3 damage and the target is pushed 5 squares
Miss: 1d4 damage and the target is pushed 2 squares
Countermeasures
Disable: Thievery or dungeoneering DC 20 (must be adjacent to the control panel and aware of its presence)

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