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Returning 35 results for 'trapped falling down'.
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Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible.A fractine is a bizarre, two
of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass.
A fractine attacks by falling on its targets, dealing damage as it passes through them
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas&rsquo
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap that releases rocks from a hidden crevice in the ceiling. If a trap triggers, all creatures occupying the trapped square must succeed on a DC 14 Dexterity saving throw or be struck by a falling
rock for 5 (1d10) bludgeoning damage. In addition, the sound of the falling rocks alerts the driders in area 10. A character adjacent to a trapped square or in a trapped square can spot the trip wires
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
W3. Downstairs Hall This undecorated hall features a creaky and moldy wooden staircase. Trapped Stairs. The staircase climbs 10 feet to area W14. Its upper half has been weakened to the extent that
it collapses under 50 pounds or more of weight. A creature on the collapsing stairs must make a DC 15 Dexterity saving throw to avoid falling onto a bed of wooden spikes planted underneath the staircase. On a failed save, the creature lands on 1d6 wooden spikes, each one dealing 1d6 piercing damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
is an efreeti named Taraz the Fair. The name has nothing to do with his sense of justice or fair play, however, but refers to the light hues of his fiery hair. Xonthal trapped Taraz and was trying to
bend or trick the efreeti into service when he disappeared. The trapped creature has had over a century of solitude to rue its fate. Taraz is held in this area by a thin line of magical salt. Imbued
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
is an efreeti named Taraz the Fair. The name has nothing to do with his sense of justice or fair play, however, but refers to the light hues of his fiery hair. Xonthal trapped Taraz and was trying to
bend or trick the efreeti into service when he disappeared. The trapped creature has had over a century of solitude to rue its fate. Taraz is held in this area by a thin line of magical salt. Imbued
Kobold
Legacy
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Species
Volo's Guide to Monsters
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
comedic preparations sometimes give rescuers time to locate and free the captives before the kobolds settle down for the main course.
Hatred
Because the gnome god Garl Glittergold trapped the kobold
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
the cage seals them in. Those who wish to avoid a falling cage must succeed on a DC 15 Dexterity saving throw. Those who fail are caught in the cage. Anyone who fails by 5 or more is hit by the iron
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
8. Kobold Barracks The steps down from area 7 are trapped; see “Collapsing Trap” below for details. Area 8 is the kobolds’ living quarters. It was a natural cavern, but it has been enlarged and
one behind the character who triggered the trap). That character takes 4d4 bludgeoning damage from falling rocks; the damage is halved if the character makes a successful DC 15 Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
additional weight before falling. Casting dispel magic on a chandelier causes it to go dark and fall to the floor with a loud crash. The paintings are stuck to the walls with sovereign glue and
touches the shield must succeed on a DC 18 Wisdom saving throw or become trapped inside it, along with everything the creature is wearing or carrying. The shield displays a faint image of the trapped
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
8. Kobold Barracks The steps down from area 7 are trapped; see “Collapsing Trap” below for details. Area 8 is the kobolds’ living quarters. It was a natural cavern, but it has been enlarged and
behind the character who triggered the trap). That character takes 4d4 bludgeoning damage from falling rocks; the damage is halved if the character makes a successful DC 15 Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
check to avoid becoming restrained. Any movement in the webs attracts the attention of the giant spiders, which attack and feed on trapped creatures.
A creature falling from the webbing to the cavern floor takes 10d6 bludgeoning damage.
Map 1.1: Velkynvelve View Player Version
and the entrance to the priestess’s tower. The swaying bridges are difficult terrain for non-drow.
Falling. A creature pushed off the stairs, a bridge, or the edge of a platform must attempt a DC 10
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
were forced to guard the temple themselves, to keep its secrets from falling into villainous hands. The evil forces that were imprisoned within the temple eventually corrupted the wizards, turning them
against one another. The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple’s wards, spoke to a vestige trapped in amber, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits of the Nine Trickster Gods Acererak trapped the spirits of Omu’s nine trickster gods in the tomb he constructed in their name, and they’re not happy about it. The spirits don’t know the
others to do as I command.” Kubazan The host can’t be surprised, gains advantage on all Wisdom checks, and never takes damage from falling. Shagambi (female) NG Wise and virtuous “I never show mercy to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
vampiric urges and eventually falling in love with an adventurer named Anna, who claimed to be from another world. When Jander revealed his true nature, Anna’s companions assisted her in fleeing him. In
the real Jander, though an improbable number of them have already achieved semi-tragic ends. At least one Jander remains trapped in Ravenloft, forever seeking a peace he’ll never deserve. Jander
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stairs descend into black, still water that fills an arched hallway before you. The water’s surface is like dark, mirrored glass, disturbed only occasionally by the “thwick” of a drop falling
or K75, as the diagram indicates. When a character sets off a trap, other characters in the hall see an explosion of air and water fly up around the triggering character (air that was trapped in the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
they’re going to escape the citadel. If they race through the temple’s underground levels, they encounter falling rocks as the structure shakes apart (see “Scenes of Destruction”). Alternatively
characters can see other death dragons falling, their flames extinguished as well. Falling Rocks. Part of the temple collapses. Each character must succeed on a DC 14 Dexterity saving throw or take 27
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the area is filled with rubble and becomes difficult terrain. Falling Net Mechanical trap This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Trouble in Baldur’s Gate Chapter 1 begins in the independent city of Baldur’s Gate, where the characters find themselves trapped behind the city’s walls after the gates are sealed to keep out
shield that its mere presence in Baldur’s Gate has contributed to the city’s moral decay for decades. To keep Baldur’s Gate from falling into Zariel’s clutches, the characters must take the shield far
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
serve as the prisons of Darklords, villainous beings trapped and tormented by the Dark Powers. The specifics of each domain exist to ironically twist its Darklord’s desires, capturing them and their
and falling as the Dark Powers desire. Tales attribute ominous powers to the Mists, from cloaking monsters to causing entire villages to vanish. The Mists are not bound to Ravenloft and slip across
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
is triggered. Falling Door Trap. If the characters set off the trap by activating the pressure plate in the floor, they hear a click and then a crash as both portcullises, made of timber bound in
’-wisp that frequents this part of the ruins (see area 23), if it remains alive, moves through one of the doors into the trapped area. It harries those who are having the most success at escaping the trap.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
archmage). Each crystal is an immobile, Large object with AC 13, 25 hit points, and immunity to poison and psychic damage. Creatures inside the magic crystals are immune to all damage. A trapped
the light.” The circle acts as a permanent zone of truth (spell save DC 17) and is where detainees are questioned at dawn. Falling A creature that falls from the platform or within 10 feet of it must
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
around it. Carved into the lintel above the door is a word: Khazan. Show the players the door symbol to the right. The door is magically locked and trapped, and the symbol on the door is the key to
damage from falling debris. The collapse not only destroys the tower but also most of its contents, including the animated armor in area V7. The wooden chest in area V7 (as well as the severed head
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
creature’s next turn after the noise, that creature is subjected to an attack from falling rocks and earth (+5 to hit, dealing 3 (1d6) bludgeoning damage on a hit). Creatures. Hidden in a pile of
5 or more, the rubble engulfs the digger completely, and the trapped character can’t breathe until dug out. Getting out on one’s own requires a successful DC 15 Strength (Athletics) check, and doing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
receptacle was cast into the Underdark. As a further indignity, Fraz-Urb’luu found himself trapped within the gem, unable to escape while on the Material Plane. Anyone who touches the gem risks falling
best to divvy up Mantol-Derith between them. Finding and destroying the gem prevents others from falling prey to Fraz-Urb’luu’s madness. While imprisoned inside the gem, Fraz-Urb’luu retains his
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
falling block traps or weak ceilings supported by a single pillar, which the beholder can disintegrate after it passes that point to deter pursuit. Eyes in the Sky Because a beholder’s paranoia knows no
be empty, be filled with mud (causing anything trapped in it to eventually drown), or have spikes at the bottom. Door Trap. In a seldom-used cavern with a high ceiling, a beholder might erect a wall
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
self-destructs, leaving no trace of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass. A fractine attacks by falling on its targets, dealing
dies, it folds in on itself and disappears, releasing any creature trapped inside it. I’ve encountered a creature unlike any other in the multiverse: a flickering mirror tumbling across the Astral Sea
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas’s or his allies’ actions don’t gain this benefit, instead falling as normal. Wishful Winds. The wishes of creatures
. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When Nafas drops to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
-In. Attempting to dig upward through the rubble in the west end of the room results only in more detritus falling into the area. Any further collapse deals 2 (1d4) bludgeoning damage to each digger
digger completely, and the trapped character can’t breathe until dug out. Struggling out on one’s own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute. Door. When the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
location while exploring. The tower tilts severely to one side, kept from falling over by magic. When the characters arrive, read: A crumbling stone tower rises out of the swamp, leaning at such an angle
, the honorable Wigglewog, did not survive. I’ve been trapped up here for a while now. Help me. I must tell my queen of the fall of Prismeer!”
If the characters speak in raised voices, Sir Talavar
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Beneath the opening is a large mound of loose soil and rocks.
When the star fell, it collapsed the lair’s exits to the surface and the Underdark. The trapped derro dug a tunnel to this cavern from
: Overseer’s Room The walls and ceiling of this devastated room have mostly collapsed, and falling rock has smashed all the furniture except a sturdy chest in the south corner. Vials of blood, pouches
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bludgeoning damage.
Rules for detecting and escaping the trap are as follows:
Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit
. Once detected, the pit can be safely avoided by sidling along its perimeter.
Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
triggers the trap. Falling Portcullis Simple trap (level 1–4, moderate threat) Some folk who build dungeons, such as mad wizards in search of new victims, have no intention of allowing their visitors to make
an easy escape. A falling portcullis trap can be especially devious if it causes a portcullis to drop some distance away from the pressure plate that activates the trap. Although the trap is deep in