Pits
Mechanical trap
Four basic pit trap variants exist.
Simple Pit
A hole dug in the ground, covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.
Detection. DC 10 to spot.
Effect. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking falling damage based on the pit's depth (usually 10ft, but some pits are deeper).
Hidden Pit
This pit has a cover constructed from material identical to the surrounding floor.
Detection. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the pit's cover. A successful DC 15 Intelligence (Investigation) check confirms the trapped section is actually a pit cover.
Effect. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below (usually 10ft or 20ft deep).
Disabling. An iron spike wedged between the cover and the surrounding floor prevents the cover from opening. Arcane lock or similar magic can also hold it shut.
Locking Pit
Identical to a hidden pit trap, except the trapdoor is spring-loaded — after a creature falls in, the cover snaps shut to trap the victim inside.
Escaping. A successful DC 20 Strength check is necessary to pry the cover open, or it can be smashed open. A character inside can attempt to disable the spring mechanism with a DC 15 Dexterity check using thieves' tools (if the mechanism can be reached and seen).
Spiked Pit
A simple, hidden, or locking pit with sharpened wooden or iron spikes at the bottom.
Effect. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes in addition to any falling damage. Versions with poisoned spikes also require a DC 13 Constitution saving throw on a hit, taking an additional 22 (4d10) poison damage on a failed save, or half on a success.
- name Pits
- type trap