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                        Returning 35 results for 'force trap'.
                    
                
                        
                            
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                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     nefarious magical copies of themselves to fool enemies, to guard treasure, or for other inscrutable reasons.
To create a false lich, a lich binds a shred of its life force to a corpse in a profane
                                                
                                            
                                                
                                                     corpseâs eye sockets; the gems allow the false lich to trap creaturesâ souls and transfer the souls to its creator.
A false lich often gradually gains a sense of self-identity. While many
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     they were difficult terrain. He takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"force"} force damage if he ends his turn inside an
                                                
                                            
                                                
                                                     performed a ritual that turned Sovereign Keep into a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
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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
                                                
                                            
                                                
                                                    ;s body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Trap Soul", "rollDamageType
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     implement better tactics. Any enemy who chases a group of fleeing yuan-ti might be on the victorious side of a rout or could be heading into a trap; if the enemy has been encountered before, it is likely
                                                
                                            
                                                
                                                     giant snake.
To force their compliance, enemies might be brainwashed, charmed, tortured, or transformed into broodguards. Those that prove intractable still have their uses, either as sacrifices to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -wide passageways. It is a Large object with AC 17, 120 hit points, and immunity to all damage except force damage. Teleport Trap A teleport trap fills the 10-foot-square space in front of the west exit
                                                
                                            
                                                
                                                     its wings are folded in tight. Dragon Statue The statue, which weighs 5 tons, can move forward or backward on its stone rollers. It moves on its own when the teleport trap triggers (see âTeleport
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     separated from one another. Teleport Trap This trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and
                                                
                                            
                                                
                                                     consulting the following table:  d20 Teleport Destination   1â6 The teleport trap in area 1 7â14 The teleport trap in area 10 15â20 The teleport trap in area 35  Additional Effect: Moradin Smash! When a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     make a DC 15 Constitution saving throw, taking 11 (2d10) force damage on a failed save, or half as much damage on a successful one. Divination. The creature that triggered the trap must succeed on a DC
                                                
                                            
                                                
                                                     can undertake the puzzle and cross the room safely. You can also increase the difficulty by introducing trap variants, as described below. Trap Variants Rather than have the same poison gas trap on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     not taking its turn. The constant elements describe how these parts of the trap function. Most make an attack or force a saving throw against any creature that ends its turn within a certain area
                                                
                                            
                                                
                                                    Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     false door, and the trap is triggered. Ceiling Trap. If the ceiling is prodded with any force, or if the doors are opened, the ceiling of the tunnel collapses. Creatures under the collapse must make
                                                
                                            
                                                
                                                     a DC 15 Dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. The trap mechanism is beyond the doors and inside the ceiling, so it canât be disabled from outside.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     trap in area 8  36b. Gold-Veined Vault The lead door that once secured this room has been torn open with such force that itâs bent and hanging from a single hinge. This vault was plundered long ago. The
                                                
                                            
                                                
                                                    36. Looted Vaults These dwarven vaults were looted long ago. The heavy iron vault doors have all been warped and pulled away from their frames, and they can no longer be closed. 36a. Teleport Trap A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     an iron lever (marked with an L on  Map: Temple of Orcus). As a Utilize action, a creature can pull this lever to reset the trap described below. Trap. The stairs collapse to form a slide whenever a
                                                
                                            
                                                
                                                     the fall plus 9 (2d8) Piercing damage from the spikes. Pulling the hidden lever closes the pitâs lid and resets the stairs. The lid opens only when the trap is triggered and otherwise is safe to move on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     chest that protrudes from the wall.
 Poison Needle Trap. If the chest is examined closely, the viewer will note that it is hinged on the bottom so as to allow the lid to swing down if a catch on the top
                                                
                                            
                                                
                                                     is pressed. The catch has an easily seen poison needle trapâthe needle sticks 3 inches out of the wallâand the needle can be avoided easily by pressing the catch with the pommel of a dagger. Disabling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     vice versa. After the coin is used once, it disappears in a flash, accompanied by Halasterâs booming laugh. 5b. Teleport Trap This trap is located in the far west alcove in the south wall (see
                                                
                                            
                                                
                                                     âTeleport Trapsâ). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table:  d20 Teleport Destination   1â10 The teleport trap in area 19 11â15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     statue of a scowling medusa with a longbow and an empty quiver. The statue gazes north. When a creature sets off the trap in area 2, a poisoned arrow materializes in the medusaâs grasp as the statue
                                                
                                            
                                                
                                                     animates. It immediately draws back on the bow and shoots the arrow at the creature that triggered the trap (+6 to hit), dealing 6 (1d8 + 2) piercing damage plus 14 (4d6) poison damage on a hit. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     teleporting. Stop the Sphere. Stopping the sphere is the easiest way to disrupt the trap. A wall of force can do so easily, as can any object placed in its path that has enough hit points to absorb damage
                                                
                                            
                                                
                                                    Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1â4, dangerous threat) Hidden within a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     and damage values as shown below. Purpose Before diving into the details of your trap, think about its reason for being. Why would someone build such a trap? What is its purpose? Consider the trapâs
                                                
                                            
                                                
                                                     creator (in the adventure), the creatorâs purpose, and the location the trap protects. Traps have context in the world â they arenât created for no reason â and that context drives the trapâs nature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Demon Zapper The purest of souls lures fiends into a hellish trap. Zap! Zap! â The Cartographer When the characters approach this location, read or paraphrase the following boxed text to the players
                                                
                                            
                                                
                                                     sphere of magical force that prevents any matter from passing into it and blocks any spells cast into or out of it. The sphere is suspended between the zapperâs spines, 50 feet above the ground. This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    , consider what monster, magic, or other supernatural force might lend a thrilling twist to some criminal enterprise. How will the characters catch an invisible assassin or a thief that pilfers
                                                
                                            
                                                
                                                     brilliant in the course of running your adventures. When creating adventures inspired by occult detective stories, ask yourself the following questions: What criminal or supernatural force is at large
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     else. Most of the time, a saving throw comes into play when an effect â such as a spell, monster ability, or trap â calls for it, telling you what kind of saving throw is involved and providing a DC for
                                                
                                            
                                                
                                                     decide which ability score is involved. The Saving Throws table offers suggestions.  Saving Throws   Ability Used For⊠  Strength Opposing a force that would physically move or bind you Dexterity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     can reveal his guilt. A character can try to force a confession from Miken, doing so with a successful DC 13 Charisma (Intimidation) check. If the truth comes out, Miken explains that he was recruited
                                                
                                            
                                                
                                                     by a mercane to set a trap for Petty Officer Ryeback. The mercane gave Miken two spell scrolls to set the trap. Miken expected Petty Office Ryeback would be hurt, but not killed. Although he doesnât
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     can set it aflame. Youâll need to defend it until our force arrives to take over, but it shouldnât be more than fifteen minutes behind you.â The mill is about 500 feet from the keep. The distance is
                                                
                                            
                                                
                                                     mill. Any kobolds in this force run away as soon as two or more raiders are killed. If characters observe the mill for a minute or more before attacking, allow them to attempt DC 15 Wisdom (Insight) or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     throw or take 11 (2d10) force damage. The controls and the wires are self-repairing, and cannot be severed or destroyed. However, if the ceremony is disrupted, the controls here can be set to free the
                                                
                                            
                                                
                                                     of the long-lost artifact called the Iron Flask of Tuerny the Merciless, used to trap demons, devils, and other creatures. This artifact later became the model for the lesser-but-still-legendary magic of the iron flask. According to lore, Tuerny became a nalfeshnee demon before vanishing from history.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    14. Venom Distillery The south door is locked, and the lock contains a cleverly hidden poison needle trap. To pick the lock, a character with thievesâ tools must succeed on a DC 15 Dexterity check
                                                
                                            
                                                
                                                    . Finding the trap requires a successful DC 20 Wisdom (Perception) check; once found, it can be disabled with a successful DC 12 Dexterity check. A character who tries to pick the lock without first
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     crawlway. The valves remain closed until the roomâs trap activates, though a knock spell or a successful DC 25 Strength (Athletics) check can force open a valve. Casting dispel magic on the illusory
                                                
                                            
                                                
                                                     of the roomâs trap (see âTrapâ below). This room smells of wine. On a checkerboard marble floor, a gilded coffin sparkles in sunlight streaming down from the chamberâs vaulted ceiling, which arches
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     can set it aflame. Youâll need to defend it until our force arrives to take over, but it shouldnât be more than fifteen minutes behind you.â
 The mill is about 500 feet from the keep. The distance is
                                                
                                            
                                                
                                                     mill. Any kobolds in this force run away as soon as two or more raiders are killed. If characters observe the mill for a minute or more before attacking, allow them to attempt DC 15 Wisdom (Insight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     below. Intense heat from the lava fills this room.
 Bridge. A 10-foot-wide spectral bridge â nothing more than a flat plane of wispy, magical force â extends across the chasm from this room to another
                                                
                                            
                                                
                                                     doors close, the trap resets so that the next time the doors open, another randomly determined elder rune appears on the wall behind them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     pounds of rare space metals (worth 300 gp) and a fully charged Cube of Force.
 16: Observation Room This room is reached by ascending stairs. The window in this chamber overlooks the trap room below
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     again. A character can force open a barred door by using an action and succeeding on a DC 25 Strength check. Strahd visits the dungeon occasionally to see whether any characters have become trapped here
                                                
                                            
                                                
                                                    . He can enter a cell by assuming mist form. K74a. Forgotten Treasure This cell is linked to a teleport trap in area K73. Characters who enter the cell can feel coins shifting beneath their feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     creature you can see within 30 feet of yourself and drain its life force. The target must succeed on a DC 17 Constitution saving throw or take 4d8 necrotic damage. You then regain a number of hit points
                                                
                                            
                                                
                                                     damage, and when you hit a target with a weapon or an unarmed strike, the target takes an extra 1d6 force damage. Once this property is used, it canât be used again until the next dawn. Puzzle. As an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     be the demonsâ prime target. If the demons sent out a large force to invade a different plane, this theory holds, the devils would be able to marshal allies from across all the planes to rise up
                                                
                                            
                                                
                                                     to their dominion, but also because striking in force anywhere else would play into the devilsâ hands. YUGOLOTHS: FICKLE ALLIES
 Yugoloths are major players on both sides of the Blood War. The death
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     against a party of five or six adventurers to deal with the problem on the spot, provided he doesnât weaken his force by sending a runner to Frulam Mondath. If the adventuring group contains seven or
                                                
                                            
                                                
                                                     make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling rocks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Wisdom (Perception) check, a character discerns that the entire floor of the corridor is a single pressure plate. The adamantine propeller has AC 20, 30 hit points, and immunity to all damage except force
                                                
                                            
                                                
                                                     is ejected north of the propeller. If the propeller is jammed for 3 consecutive rounds, it breaks down and becomes nonfunctional. At dawn the next day, Withers sends tomb dwarves to repair the damage and return the trap to its operational state.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     advantage against a party of five or six adventurers to deal with the problem on the spot, provided he doesnât weaken his force by sending a runner to Frulam Mondath. If the adventuring group contains seven
                                                
                                            
                                                
                                                     cultists make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     in. Otherwise, a character can use an action to try to force open the door, doing so with a successful DC 13 Strength (Athletics) check. When the characters peer inside, read: Standing just inside the
                                                
                                            
                                                
                                                    , the bullywugs attack the characters to prevent them from betraying Illig to Gullop XIX. If one or more characters force their way inside, Illigâs allies try to hold the intruders back long enough for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     opens into a corridor that passes under the higher tiers of the room. Breaking Glass. If any of the glass walls are broken, a weak wall of force will activate immediately in front of the door on the
                                                
                                            
                                                
                                                     so. Of course, characters who choose to wait will be subject to the possibility of random encounters. Once the water is finally gone, the wall of force will disappear. If the characters destroy the
                                                
                                            
                                        






