Small Construct, Unaligned
Armor Class 15 Natural
Hit Points 156 (24d4 + 96)
Speed
STR
13 (+1)
DEX
20 (+5)
CON
19 (+4)
INT
1 (-5)
WIS
5 (-3)
CHA
1 (-5)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 7
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Antimagic Susceptibility. The trap is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the trap must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Assassinate. During its first turn, the trap has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the trap scores against a surprised creature is a critical hit.

Immutable Form. The trap is immune to any spell or effect that would alter its form.

Sneak Attack (1/Turn). The trap deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the trap that isn't incapacitated and the trap doesn't have disadvantage on the attack roll.

Thieves' Tools Susceptibility. If targeted by thieves' tools, The trap makes a Constitution saving throw contested by the opposing creature's thieves' tools check. If the trap wins it can make a bite attack as a reaction against the opposing creature. If the trap loses it is stunned until the end of its next turn.
Additionally if the trap loses by 5 or more the opposing creature realizes the true nature of the trap.

 

Actions

Multiattack. The trap makes three attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the target is grappled (escape DC 16).

Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the trap. Hit: 16 (2d10 + 5) piercing damage.

Description

Deceptive Doublebluff. Animated traps are a masterstroke of object animation, people tend to treat them with caution up until they are disarmed; Once "disarmed" an animated trap can catch opponents truely off guard.

Used by spellcasters who do not want to be disturbed and have a sick sense of humour; The animated trap is used for self defense and psychological warfare.


Tricky Traps. Animated traps left to their own devices will attempt to follow whatever orders they were left last which is usually some combination of: Hide, Ambush and Attack.

Animated traps hide themselves after successfully killing, moving away from the bodies as not to indicate their location.


Constructed Nature. The trap doesn't require air, food, drink, or sleep.

XanatosStones

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