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Returning 35 results for 'feet trap'.
Magic Items
Dungeon Master’s Guide (2024)
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Equipment
to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to
As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
Monsters
Vecna: Eve of Ruin
5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap
Pack Tactics. The scout has advantage on an attack roll against a creature if at least one of the scout’s allies is within 5 feet of the creature and the ally doesn’t have the
Spells
Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the
Monsters
Bigby Presents: Glory of the Giants
(1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Claws", "rollDamageType":"slashing"} slashing damage. If the lynx moved at least 20 feet straight toward the target immediately
camouflage them in their favored habitats even when the landscape is draped in snow.
Giant lynxes are crafty hunters, cooperating in small groups to trap prey and occasionally using a magical gift to scout
Monsters
Dragonlance: Shadow of the Dragon Queen
":"piercing"} piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a horizontal direction of the anhkolox’s
with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim.Poison
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed on a DC 11 Wisdom saving throw or have the charmed
smaller creature, the horror can choose to deal no damage; instead, the target has the prone condition, and the horror can pull the target up to 5 feet toward itself.No one is certain of the true
Monsters
Vecna: Eve of Ruin
30 feet of the false lich must succeed on a DC 22 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, a creature also has the unconscious condition. An
unoccupied space it can see within 60 feet of itself. It then makes one Death Rend attack if possible.
Cast a Spell (Costs 2 Actions). The false lich uses Spellcasting.Occasionally, liches create
Monsters
The Book of Many Things
Ethereal Sight. Gremorly can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Incorporeal Movement. Gremorly can move through other creatures and objects as if
Strike", "rollDamageType":"necrotic"} necrotic damage.
Fell Necromancy. Gremorly targets one creature he can see within 60 feet of himself. The target must make a DC 16 Constitution saving throw
Monsters
The Book of Many Things
presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until
equipment it is wearing or carrying, up to 40 feet to an unoccupied space that it can see.
Stab (Costs 2 Actions). The veiled presence makes one Blade of Judgment attack.
Searing Radiance (Costs 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
+ 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet
and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack
Monsters
The Wild Beyond the Witchlight
solar eclipse or while she is within 60 feet of a symbolic representation of one. Otherwise, Endelyn disappears in a cloud of inky smoke when she drops to 0 hit points, along with anything she was
up to 10 feet in any direction horizontally.
Spellcasting. Endelyn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14
Monsters
The Book of Many Things
Blade", "rollDamageType":"poison"} poison damage.
Beguiling Whisper. The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a DC 17 Wisdom saving
illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two
Monsters
Curse of Strahd
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
has leathery wings and a flying speed of 40 feet.11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.16–17: Spider
Monsters
The Book of Many Things
, filling a 10-foot cube within 5 feet of the assassin. Each creature of the assassin’s choice in that area takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Vanishing Escape
two creatures the villain can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and
Monsters
The Book of Many Things
lashes out at a creature the corrupter can see within 30 feet of itself. The target must succeed on a DC 20 Constitution saving throw or have the paralyzed condition until the end of its next turn, after
dissolves into a shifting mass of flesh, tentacles, eyes, claws, and mouths. Up to two creatures the corrupter can see within 20 feet of itself must make a DC 20 Intelligence saving throw, taking 18
Monsters
The Wild Beyond the Witchlight
returned, the hags used this power to trap Iggwilv and her court in temporal stasis. The hags then carved up Iggwilv’s domain, splitting it between them. The sisters couldn’t agree on which
Hourglass Coven are within 30 feet of one another, any one of them can use an action to cast one of the following spells, requiring no material components (spell save DC 14): detect thoughts, dispel
Monsters
The Wild Beyond the Witchlight
within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can’t cast spells until the end of her next turn. In
addition, any creature Bavlorna has swallowed is immediately expelled and falls prone in an unoccupied space within 5 feet of her.Multiattack. Bavlorna makes one Bite attack and one Withering Ray attack
Magic Items
Waterdeep: Dragon Heist
.
Sentience. The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it
the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach.
Spirit Trap. When the Blackstaff dies, the
Wand of Secrets
Legacy
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Magic Items
Basic Rules (2014)
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Hunting Trap
Legacy
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Equipment
, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
Kobold
Legacy
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Monsters
Basic Rules (2014)
roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
","rollAction":"Sling","rollDamageType":"bludgeoning"} bludgeoning damage.Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
magic-items
attempt to disable a trap or pick a lock as if you were up to 5 feet away from your true location. If you fail on your Dexterity check to use the tools while your shadow is holding them, the tools fall to the ground and they can’t be used this way again until the next dawn.
monsters
condition, or until the elemental dies. The target or a creature within 5 feet of it can take an action to make a DC 16 Strength (Athletics) check, ending the Restrained condition on the target on a
carrying out their final orders. The hexed seals, fashioned from carved trinkets and masks, that trap the spirit in its form impart their curse on the creature’s enemies.
Secret. The jinxcraft seals can be washed away with alcohol, hindering and even destroying the bayou beast.PoisonFire
monsters
Bottle Trap. A haint that enters the space of an upright, empty bottle must succeed on a DC 16 Charisma saving throw or be drawn into the bottle, and a cork or stopper appears to close the bottle
. The trapped haint can see and hear through the bottle out to 10 feet, and any creature in that range can hear the haint. The haint is released if the bottle breaks or another creature opens it
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
":"necrotic"} necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.
Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The
5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Howl"}. The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC
Monsters
Mordenkainen's Fiendish Folio Volume 1
). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.
Curse
of Poor Hospitality (1/day). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.A
monsters
space. It doesn’t have Disadvantage on ranged attack rolls due to an enemy being within 5 feet of it.
If a creature deals 30 or more damage in a single turn to a 5-foot section of the house&rsquo
as above.
Soul Trap. A Humanoid that dies within the house has its soul trapped there until the house dies. The creature can’t be returned to life by any means short of a True Resurrection or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap.
Scythe Trap If the dead dwarf is disturbed, the scythe blades shatter due to the built-up pressure from the gears hidden in the walls. Any creature within 5 feet of the broken trap must succeed
female dwarf has fallen prey to a scythe trap, her dead body pinned between the trap’s blades and the western wall. Halaster has placed a teleport trap (see “Teleport Traps”) just south of the scythe