Archives of Nethys

Pathfinder | Starfinder

Corruptions | Curses | Diseases | Drugs | Haunts | Madnesses | Poisons | Traps


Traps

The following sample traps represent just some of the possibilities when constructing traps to challenge the player characters.
Click here for the full rules on Traps.

Razor Grass

Source Ultimate Wilderness pg. 173
Associated Terrain any with undergrowth
Type mechanical; Perception DC 25; Disable Device DC 20

Effects

Trigger location; Reset automatic
Effect By hiding lengths of sharpened sticks or bones amid undergrowth (traditionally tall grass; when used in coastal or underwater areas, this trap is instead called a razor kelp trap), the trapper can lay a simple but effective trap. Whenever a creature moves into a square that contains razor grass, it takes 1d6 points of damage and must succeed at a DC 20 Reflex save or its speed is halved for 24 hours or until it receives magical healing or benefits from a successful DC 15 Heal check.

See Wilderness Traps for information on this traps Associated Terrain.