Poison-Spiked Pit Trap
The floor ahead is rough and uneven.
The floor is stone-covered plaster or flimsy wood concealing a 30-foot-deep pit. Placing more than 300 pounds of weight on the floor (typically by two or more Medium creatures walking on it at once) triggers a Critical Failure. The pit can cover any area of floor, from a 5 by 5-foot pit blocking a narrow hallway to a 50-foot-wide pit that fills an entire room.
There’s a 25 percent chance that the pit contains the remains of previous adventurers, along with a Minor Treasure.
The bottom of this pit trap is lined with 2-foot-tall, poisoned metal spikes.
Exploration. A Perception or Investigation check reveals that the floor is unstable, or that there are no signs of travel through this particular area. Probing or tapping the floor above the pit reveals that the area below is hollow.
Keeping Clear. Once discovered, the pit can be bridged or circumvented. The party can travel over the pit one character at a time. Only a Large creature or one wearing heavy armor triggers it on their own.
Spikes. A creature that falls into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. A creature that takes damage from the spikes makes a Constitution saving throw , taking an additional 22 (4d10) poison damage on a failed save or half damage on a success.
- A creature can make an Engineering check to fortify the floor so that it supports more than 300 pounds of weight. On a failure, the floor appears to be fortified but is not.
- A creature can jump over the pit.
Potential Outcomes
Critical Failure or Failure. The pit’s cover collapses, dropping creatures and objects into the pit. The trap’s cover is destroyed, and creatures that plummet into the pit take 10 (3d6) bludgeoning damage from the fall and 11 (2d10) piercing damage from the spikes. A creature that takes damage from the spikes makes a Constitution saving throw , taking an additional 22 (4d10) poison damage on a failed save or half damage on a success.