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Hole Floor

A cleverly hidden floor pit trap that


is formidable in its own way.

Caverns Deep Edition


Hole Floor: TR-610............................
Gibbering Mouther Pit: TR-608....
......2 TRIGGER
..............3-4
Stepping on a pressure plate
Bug Pit: TR-602..............................5
Magnetic Spiderweb: TR-604..............................6 AREA OF EFFECT
Magnetic Chained Crystal: TR-605......................................7-8 10-ft square, variable depth
Faerie Ring: TR-609..........................................9-11
Wall of Ice: CE-601.............................................12 EFFECT
Driftstone: TR-612/TR-613........................................13 The triggering creature and any
Massive Stone Door: DR-614......................................14 other creature on the space with
them must make a DC 11 Dexterity
Mushroom Clusters: FE-601 / FE-628 / FE-629.....................15-16
saving throw On a successful save the
Artificer’s Strongbox: FE-626b..............................17-18
creature catches on the pit’s edge or
Thorn Wall: FS-604..................................................19
instinctively steps back. Otherwise,
LED Tribal Totem: LE-606..........................20 the creature falls into the pit and
LED Runic Column: LE-605................................21-22 takes 4 (1d6) bludgeoning damage
LED Eldritch Eye: LE-613...................................23-24 from the fall.

KEYS COUNTERMEASURES
Trigger: What activates the trap A creature may notice the trap with
Area of Effect: Meant as the base area of effect, a DC 11 Wisdom (Perception) check,
set in 5th edition of the world’s most popular roleplaying and activate the pressure plate
game size increments without being in the affected area.
Effect: The damage or detrimental effect delivered by the trap TR-610
Countermeasures: What it requires to safely disable the trap
1 2
Gibbering Mouther Pit GIBBERING MOUTHER PIT, CONT.

A horrifying visage of mounds of flesh, teeth, and eyes covers the


ground, gnashing and crying out. Is it crying in ecstasy, or in agony?

TRIGGER
Stepping on a pressure plate
(if hidden)

AREA OF EFFECT
10-ft square
As the mounds of flesh
writhe and
EFFECT moan, the floor they oc
cupy acts as
Any creature that comes within eye- rough-terrain, as well
as the walls of
sight of the pit (within 10 ft.), must its pit. BITE
succeed on a DC 11 Wisdom saving Melee Weapon Attack:
throw or be lost to its maddening To escape the space re +2 to hit, reach 5 ft., one creature.
quires
gibbering. On a failure, the creature consecutive DC 13 St Hit: 11 (3d6) piercing damage.
rength saving
can’t take reactions until the start throws to trudge throug
h the space.
of its next turn and rolls a d8 to Every round spent in th
determine what it does during its space causes the mout
e affected COUNTERMEASURES
turn. On a 1 to 4, the creature does
hs to attempt to Outside of destroying the mouthers
digest the creature wi
nothing. On a 5 or 6, the creature
thin its space. within the square, there is no other
It will attack a creatu
takes no action or bonus action and
re, using the disarm available. A silence spell allows
attack listed. If the da
uses all its movement to move in a
mage done is creatures to automatically succeed
enough to kill a creatu
re , they are against the pits gibbering effect.
randomly determined direction. absorbed into the mout
her form.
On a 7 or 8, the creature makes a
melee attack against a randomly
determined creature within its reach
or does nothing if it can’t make such
an attack. TR-608
3 4
Bug Pit Magnetic Spiderweb
The bug pit is teeming with vicious dermestids who A blockade of webbing prevents any creature attempting to move
wish to do nothing but devour those who fall inside through it to be stalled within its sticky embrace.

EFFECT TRIGGER
Interaction with the web EFFECT
The triggering creature and any If a creature attempts to pass
other creature on the space with through the webbing, they must
them must succeed on a DC 13 AREA OF EFFECT make a DC 14 Dexterity saving
Dexterity saving throw, or fall into 10-ft to ceiling throw. On a failed save, they
TRIGGER re plate
the pit. A creature who falls into AC: 13 / HP: 20 immediately suffer the restrained
Stepping on a pressu the trap has their fall ended by the Damage Vulnerabilities: condition. A creature can attempt
bugs and they suffer no damage Fire damage to escape with a DC 16 Dexterity
from the fall. However upon coming Damage Immunities: (Acrobatics) check or attempt to
AREA OF EFFECTep in contact with the bugs, they
immediately attack dealing
Bludgeoning and Piercing from break the webs with an attack,
t de made at disadvantage. While
10-ft square, 15-f TR-602 5 (1d8) piercing damage. Any
non-magical weapons
TR-604 thin, the tensile strength of the
creature inside then takes an web is tough, and requires great
additional 4 (1d6) piercing damage strength to bypass.
for each round spent within the pit.
A creature may attempt a DC 13
Strength (Athletics) ability check to COUNTERMEASURES
escape the pit. The destruction of the web allows
for safe passage
COUNTERMEASURES
A DC 13 Wisdom (Perception) check
notices the chittering of the bugs and
the off color to the floor. A creature
can then activate the pressure plate
without being in the affected area.

5 6
Magnetic Chained CrystaL MAGNETIC CHAINED CRYSTAL, CONT.

A spellcaster is used to this sight: a pulsating crystal shard, chained After expending the charges, the
crystal begins to recharge on the round
to a runic circle, breathing a magical glow to its area. Few of them
following activation.
have experienced the dastardly effects of this one
and still felt willing to discuss it.
The recharge function happens at the
end of Initiative count 10, at
which point it can be set off again.
Choose from one of these options:

1. Arcane Beam:
Any creature within 15-ft of the
crystal must make a DC 14 Dexterity COUNTERMEASURES
saving throw. On a failed save, Dispel Magic can cancel the charge
creatures take xd6 damage, where “x” of the crystal for 1 minute. A DC 14
is the number of charges it has at Intelligence (Arcana) check ends
activation, to a maximum of 3d6. the enchantment permanently,
Additionally, any creature within the as you unbind the magic that holds
line who has spell slots available to them it together.
must make an additional DC 13 saving
throw, or have a spell slot stolen from
TRIGGER them, where the level of spell is equal to
Coming within 15-ft directly in front the “x”. This saving throw is based on
of the crystal activates its effect the caster’s main casting ability
(Int for Wizard, Wis for Cleric, etc.).
Half damage on a successful saving
AREA OF EFFECT throw, and they keep their spell slots.
*dependent on effect
2. Cone of Explosion:
Any creature within a 15-ft cone of
EFFECT the crystal must make a DC 14
The crystal starts with 3 charges in Dexterity saving throw. On a failed
its chamber to use on the effects save, creatures take xd6 fire damage,
listed below. It must expend all of where “x” is the number of charges
the charges it has accumulated each it has at activation, to a maximum of
time it is activated. 3d6. Additionally, any creature within
the cone who fails their save is pushed
TR-605 back 10 feet, and is knocked prone. Half
damage on a successful saving throw
and the creature remains stationary.

7 8
Faerie Ring
FAERIE RING, CONT.

A Faerie Ring brings with it the ideas of frollicking with the sprites 3. Faerie Thrall:
and fey friends of youth. This is wildly naive, and does not account for DC 15 Charisma saving throw.
the many chaotic possibilities that reside within the Feywild. Any creatures within the ring at the
start of this effect must succeed on a
Charisma saving throw or be under the
TRIGGER effects of the planar binding spell at its
Stepping more than 5-ft. into the base level for the next hour. This effect
circle, or standing in it for more works on any creature within the circle,
regardless of the type of creature.
than one round.
You are under the influence of the fairy
AREA OF EFFECT clan that presides over this ring. You
15-ft radius must follow their instructions for the
duration of the effect, but are allowed
EFFECT to attempt to twist or warp the
instructions as you wish as long as it still
Once inside the ring, roll a d6 (or by completes the task.
DM’s choice) and consult this chart as
to what happens while within the circle: This ring counts as being within the
Feywild, and as such you are bound
1. Polymorph Effect: to that plane. Any teleportation spells
DC 15 Wisdom saving throw. used within the circle will take you to a
Any creatures within the ring at the destination within the Feywild, and you 5. Forcecage Eff
ect:
start of this effect must succeed on cannot step outside of the ring. DC 15 Charism
a saving throw.
the Wisdom saving throw or be under creatures within Any
the ring at the st
the influence of the polymorph spell. 4. Planeshift Effect: this effect must art of
The form chosen is one of four options: succeed on a Cha
DC 15 Charisma saving throw; saving throw or risma
toad, pig, elk, or butterfly. be under the ef
Any creatures within the ring at the the forcecage sp fe cts of
ell. The type of
start of this effect must succeed on a chosen will chan prison
2. Modify Memory Effect: ge the additional
Charisma saving throw or be under a. Open Bar: On effect:
DC 15 Wisdom saving throw. the effects of the plane shift spell. the ceiling of th
inside of the 10- e
Any creatures within the ring at the The plane chosen is always the Feywild. ft high cage lies
start of this effect must succeed on a force spear wall a
that slowly desce
Wisdom saving throw or be under the 1-ft per round. nds
Melee Weapon
effects of the modify memory spell. Attack: +5 to hi
t, reach 5-ft,
It is cast as a 7th-level spell, so the effects any crea
ture in its area.
event changed can be from the last Hit: 5 (1d8+1)
piercing damage.
7 days. b. Solid Wall: W
ater begins to fi
TR-609 the 10-ft high so ll
lid cage at a rate
2-ft per round. of

9 10
FAERIE RING, CONT.
Wall of Ice
A sheet of thick ice, at least 8 inches, where a passage to the other side
can be glimpsed through the white blue sheen.

COUNTERMEASURES
The trick to this trap is its multiple
disarming methods. Creatures are
allowed to choose one of the
following methods, or whatever
else they can think of.

6. Wall of Faerie Fire Effect:


TRIGGER Bludgeoning: Bludgeoning weapons
Wall glyph, natural occurrence break the ice quickly, but this method
DC 15 Dexterity saving throw; is unstable and imprecise. There is no
Any creatures within the ring at the delicacy with this method, they have
start of this effect must succeed on a AREA OF EFFECT to wear the wall down to 0 HP to pass
Dexterity saving throw or face a blend (x)x(x)x(x) through. Once the wall is broken, any
of the wall of fire and faerie fire spells. AC: 16 / HP: 30 creature standing within 5-ft of the
The wall is always a ringed wall up to Damage Resistances:Piercing weapons wall must roll a DC 13 Dexterity
20-ft in diameter, 20-ft high, and saving throw or be struck by the
1-ft thick. On activation, the wall of COUNTERMEASURES EFFECT falling ice. Each ice block does 4
fire damages those that fail their saving (1d6) bludgeoning damage.
throw, causing 5d8 fire damage, while Dispel Magic will disable the ring from The wall is effectively just that: a
activating for the next 5 minutes; the
half as much on a success and the wall. However, a creature may make Slashing: Slashing weapons, even those
creature may escape to 5-ft outside the destruction of any 5-ft square of this a DC 13 Intelligence (Investigation) without a serrated edge, allow smooth
ring. One side of the wall, selected by ring will permanently cancel its effects, check to decipher the three methods and methodical cuts at the cost of time.
the DM when the effect is activated, but will also make permanent enemies available to them to break through. The creature is able to cut a single
deals 2d8 fire damage to each creature with the faeries that reside over it. person doorway with this method, by
They will continue to try to eliminate CE-601
that ends its turn within 10-ft of that making 3 consecutive DC 15 Strength
side or inside the wall. A creature takes the creature until recompense is made ability check or a DC 13 Carpenter’s
the same damage when it enters the or the creature dies. Most of these Tools check.
wall for the first time on a turn or ends attempts are by setting up situations
its turn there. The other side of the that are of ill favor towards the Fire: Fire allows for unorthodox shapes
wall deals no damage. A creature who is creature, instead of outright battle. and pathways to be carved, but takes
within or passes through the wall, comes the longest. For every 1 minute spent
under the effects of the faerie fire spell. with a flame held against the wall
melts 1 inch of the ice, with enough
room for a single person.
11 12
Driftstone Massive Stone Door
This floating mass of stone seems stable and despite its otherworldly A giant stone slab fashioned on hinges, that seems
attributes is non-threatening to the casual eye. By stepping onto the to be a better option than a giant hole in the wall.
stone, a creature learns quite the opposite is true of this rugged nightmare.

TRIGGER
Physical touch of the stone.
TRIGGER
*see Effect
AREA OF EFFECT
*dependent on effect
AREA OF EFFECT
10-ft / AC: 16 / HP: 25
EFFECT Damage Vulnerabilities:
Choose one of the options below: Adamantine weapons
They take 8 (2d6) lightning damage
1. Discharge: Damage Resistances: The door is exceptionally heavy, and
on a failed save and are paralyzed,
Once a creature steps upon this stone half damage on a successful save, Slashing and Piercing weapons requires a DC 15 Strength ability
they must succeed on a DC 13 and the creature is not paralyzed. check to be able to lift it up enough
Dexterity saving throw, or be thrown to escape. Each round after it falls
by the concussive force expelled from
Each round spent on the stone requires
an additional Constitution saving
EFFECT spent under this door cause an
the stone. They take 4 (1d6) force throw to resist the effects. This seemingly basic stone door has a additional 4 (1d6) of
damage on a failed save and is pushed unique mechanism within its handle. bludgeoning damage.
off the driftstone in a random 3. Unstable: A DC 17 Intelligence
direction; half damage on a successful Once a creature steps upon this stone (Investigation/Nature) ability check
save, and the creature remains on they must succeed on a DC 14 reveals an inset button to be
COUNTERMEASURES
the driftstone. Dexterity saving throw, or fall through depressed while turning the handle. Press the button, or break the door
the structure of the stone as it pulls If this button is not pressed before
2. Shocking Surface:
itself apart. On a failed save, the turning the handle, the door
Once a creature steps upon this stone
creature falls through the stone to collapses on top of any creature
they must succeed on a DC 13
whatever is below. On a successful standing within 5-ft of it. The
Constitution saving throw, or be
save, they are able to move to the creature must succeed on a DC 14
shocked by the electrostatic field
closest landmass to them, regardless Dexterity saving throw or take 12
within the stone.
of how much movement they have left. (3d6) bludgeoning damage and be
TR 612 / TR-613 The stone reforms a round later at restrained under the door.
Initiative count 15. DR-614
13 14
Mushroom Clusters Mushroom clusters, cont.

Clusters of mutated fungus with an almost hive mind mentality, 4. Gestate:


breathing their toxic and dangerous spores upon contact A failed save against this poison causes
or threat of expulsion. the creature’s Constitution score to drop
2 points as the fungus collects within the
subject’s lungs. This drop is permanent
unless treated with a DC 15 Wisdom
1. Shrink: (Medicine) ability check during a long
A creature affected by this spray will rest or with a greater restoration spell.
open their eyes to see they, and anything
they were in possession of at the time, 5. Mind Control:
have shrunk 2 size categories! A creature subjected to this spray is
This effect lasts for 1 hour, at which charmed into protecting the clusters in
point the subject and anything they were the surrounding area as the collective
carrying when originally shrunk will grow hive mind pours into the creatures mind.
TRIGGER back to its original size. While in this The creature will attack anything the
Proximity to the cluster. shrunken state the creature’s Strength clusters deem a threat, and will not leave
score drops by 4 points (unless otherwise the immediate area. The creature may
stated by magical items or effects such make additional Constitution saving
EFFECT as “gauntlets of ogre strength”) and their throws at the end of their turn to resist
If a creature comes within 5-ft speed is halved, which are both recovered the effects.
of these mutated mushrooms, a when they grow back to their original
noxious cloud of fungal spray is size. 6. Toxin:
expelled from them. The area A creature subjected to these noxious
2. Delay: spores takes 12 (3d6) poison damage, and
covered by the spray changes A creature who fails their saving throw
based on the size of the cluster: must repeat the saving throw at the start
by this poison suffers no effect for an of each of its turns. On each successive
hour, but is aware that they failed the failed save, the character takes 4 (1d6)
Small: 5-ft radius spray throw. If the poison has not been
Medium: 10-ft radius spray poison damage. After three
neutralized before then, the creature successful saves, the poison ends.
Large: 15-foot radius spray must make an additional Constitution The successes needn’t be consecutive.
saving throw, taking 36 (9d6) poison
Once activated, any creature damage on a failed save, or half as
within the affected area must make much damage on a successful one. AREA OF EFFECT
a DC 14 Constitution saving throw. *dependent on mushroom size
On a failed save, the creature suffers 3. Truth:
one of the effects listed below. The A creature subjected to this strain
clusters effects is chosen either by becomes poisoned for 1 hour. COUNTERMEASURES
the DM or at random: Additionally, the poisoned creature Can burn the fungus away, or
fE-601 / FE-628 / FE-629 can’t knowingly speak a lie, as if remove it (which leads to activation
under the effect of a zone of of the fungus)
truth spell, but is not required
to speak.
15 16
ArtiFIcer’s Strongbox
x
Artificer’s strongbox, Cont.
.

This keenly crafted and mechanically whirring strongbox catches the


eye quickly, but is tricky to open.

2. Gobble:
TRIGGER As the mechanism turns, the box
moves with blinding speed and uncanny
Failure to unlock the box correctly
ability. The box transforms and grows
to a Medium size, and if a creature is
EFFECT of a Medium size or smaller, they must
succeed on a DC 15 Dexterity saving
Each artificer is different, some throw or be swallowed whole by the 3. Acid Spray:
kinder than others. The following box. Once inside, the box locks itself, As the latch clicks, a sudden spray of
options are chosen either randomly or and immediately begins to suffocate caustic liquid sprays from the lock. A
by the DM if the creature fails to the creature inside (as per the rules in creature must make a successful DC 13
open the box: chapter 8 of the Player’s Handbook). Dexterity saving throw or be sprayed
A creature within the box cannot for 16 (4d6) acid damage. Once this
1. Hand Vice: unlock the box from the inside. effect is used, it resets for the next
A clamp lashes out at the hands of the unlock attempt.
would-be thief, pinning them in a To release the creature the box must
tight grip against the chest. A creature either be unlocked from the outside,
must make a DC 16 Dexterity saving or broken. If broken, the box has an AREA OF EFFECT
throw to pull their hands away in time. AC of 18, and 30 HP. All damage Size of box
On a failed save, they are now grappled done to the box is halved (unless
using adamantine weapons), rounded
by the box and cannot use their hands
up, and the other half of that damage,
COUNTERMEASURES
for anything. A creature may attempt Succeed on a DC 19 Dexterity
to wrench free with a DC 18 Strength rounded down, goes to the
creature inside. (Thieve’s Tools) ability check or
(Athletics) check, but a Dexterity have the key. Casting a knock spell
(Acrobatics) check to escape the suppresses the traps inside, but
grapple is impossible. Once escaped, requires an additional cast to
the clasp resets within the box and open the box.
can be activated again immediately.
FE-626b

17 18
Thorn Wall LED Tribal Totem
A wall of beauty and pain, this rich verdure barrier The mask upon this totem evokes a horrid imagery of death
is less of an impediment and more of an obstacle. and destruction. Most are used as a finalization of some ritualistic
tradition, but some can even simply be used for subterfuge
and misleading gullible adventurers.

TRIGGER
Either attempting to remove the
mask, disabling the trap and failing,
or a pressure plate

AREA OF EFFECT
*based on effect
TRIGGER
Passing through the thorns EFFECT
One of the following effects of the
DM’s choice occurs once the totem
AREA OF EFFECT is triggered:
(x-ft)x(x-ft)
Shriek: The tribal totem lets out a ghastly
COUNTERMEASURES
2. Restrain: There is a switch within the mouth
cry, first alerting anyone within earshot
Passage through the vines requires of the totem that a creature can
DAMAGE VULNERABILITIES a DC 13 Strength saving throw, or
of someone’s presence. Second, any
disable the trap with, with a
Fire creature within a 40-foot radius of the
the creature passing through it ends successful DC 15 Dexterity (Sleight
totem must make a DC 13 Constitution
its movement there and is restrained. of Hand/Thieve’s Tools) ability
saving throw. On a failed save, the
A creature restrained in such a way check. Additionally, you can
EFFECT can use its action to make a DC 14
creature takes 5 (1d8) sonic damage, and
attempt to destroy the trap by
suffers from the deafened condition for
Consider the options below while Strength (Athletics) check, freeing removing the mask, with a DC 17
the next 10 minutes. On a success, the
placing this wall in your itself on a successful check. Strength ability check, but on a
creature takes no damage, and suffers
adventurer’s path: no ill effects. failure the trap is sprung.
3. Assassin:
1. Shred: This variant is actually a strain of Flamethrower: A jet of flame escapes the
While a creature moves through the assassin vine disguising itself as a open max of the tribal mask. Any creature
vines make a melee weapon attack passageway. You can find the Assassin within a 30-ft line of the mask must make a
against them. Vine listed within the “Tomb of DC 14 Dexterity saving throw. On a failed
Annihilation” creature index. save, the creature suffers 16 (3d8) fire
Melee Weapon Attack: +5 to hit, 5 damage, and any flammable objects that
ft., one creature. the creature is holding or carrying is
Hit: 8 (2d6) piercing damage COUNTERMEASURES immediately caught aflame. On a success,
FS-604 Burning or cutting away the vegetation the creature takes half damage and
nothing catches fire.
19 LE-606 20
LED Runic Column LED RUNIC COLUMN, CONT.

This massive column houses carved runes on its faces that grant it
its otherworldly abilities. Some can be for protection, while others
are meant for the completion of arcanist circles.
EFFECT
The runic column is a font for an
arcane forger to draw from, and also
to ward off would be adventurers from
a casters home or temple. The column
has two radius’: one at 30-ft and one
at 15-ft. When it is activated, the
column empowers those that are attuned
to it while within its 15-ft radius. Any
creature who is not attuned to the
column must succeed on a DC 15
Wisdom saving throw while within the 30-ft radius:
30-ft radius, or suffer the listed effect. Any creature that is not attuned to the
The separate effects are listed below: column and fails on their DC 15
Wisdom saving throw, suffers
15-ft radius: disadvantage on all ability checks and
The creature attuned to this column is saving throws while within this radius.
granted advantage on all ability checks Additionally, if the creature comes into
and saving throws while within this the 15-ft radius of the column, they
radius. Additionally, the creature must make another saving throw at the
TRIGGER gains resistance to all bludgeoning, same DC and on a failed saving throw
Coming within the radius of effect of piercing, and slashing damage from lose the ability to make bonus actions on
the column, or if the creature attuned non-magical weapons. their turn while still within that radius.
to it is present they can spend an action
to ignite its power.
COUNTERMEASURES
AREA OF EFFECT Any creature attuned to the column
must remain within the 15-ft radius
30-ft radius, additional effect at the
to gain the benefit listed, and any
15-ft marker. AC: 14 / HP: 40 removal from that space renders it
Damage Resistances: void. A dispel magic spell is capable
Bludgeoning, Piercing, and Slashing of purging the column of its powers
damage from non-magical weapons. until the following day. The column
has a structural strength that can be
LE-605 broken, however tough that may be
for the players.

21 22
LED Eldritch Eye led eldritch eye, cont.

This stalk grows straight from the underground, soaking


the nutrients of the earth to facilitate its unnatural life.
When a creature comes within its sights, it unleashes
an energy from its physiology to fend off intruders.

TRIGGER
Stepping within its line of sight,
a 60-ft cone centered on which If a dispel magic or dispel evil and
direction the eye is facing good spell is cast upon the Eye while
holding prisoners, all prisoners are
3. Imprisoning Shot
AREA OF EFFECT Range: 15-ft, one creature.
jettisoned from the demiplane into
*based on effect the room around it before the Eye
A beam of amber energy rockets
toward the target, disrupting its is dispelled.
EFFECT tether to the current plane.
A creature affected by this shot
A short beam of lightning streaks
must make a DC 14 Charisma COUNTERMEASURES
from the eye as it follows a creature. The eye has a living quality to its
2. Vertigo Cone: saving throw, or be banished from
Make a ranged spell attack against powers, so defeating it will disarm
Range: 30-ft cone. A wave of high the current plane.
any one creature of your choice
frequency sonic vibrations ring out its effect, but also a banishment or
that steps within the range of the
Eldritch Eye. This attack is made
toward the creatures in the cone, The creature is banished to a dispel evil and good will remove the
disrupting their vestibular balance. harmless demiplane and while there, creature from its spot.
with the statistics below, and on a
Any creature within the 30-ft. cone the target is incapacitated. The
hit, the creature then makes a DC
must make a DC 14 maximum number of occupants the
13 Constitution saving throw. On a
Constitution Saving Throw. demiplane can hold is three.
failure, the creature is stunned for
On a failure, the creature has
the next round
disadvantage on attack rolls and Targets remain within the
1. Eye Blast: ability checks, and their movement demiplane until either the
Ranged Spell Attack: +5 to hit, 50 is halved for the next minute as Eldritch Eye is defeated or the
ft., one creature. they stumble about, nauseous. Eye successfully traps a fourth
Hit: 9 (2d6) lightning damage, plus prisoner, at which point the first
if creature fails a DC 13
affected creature reappears in the
Constitution saving throw they are
stunned for 1 round. space it left or in the nearest
unoccupied space if that space
LE-613 is occupied.
23 24
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Identity, as definedin Section 1(e) of the Open upgrade, improvement, compilation, abridgment or to Use, the Open Game Content. Agents may publish updated versions of this License.
Game License Version 1.0a, and are subject to other form in which an existing work may be recast, You may use any authorized version of this License
the conditions set forth in Section 7 of the OGL, transformed or adapted; 5. Representation of Authority to Contribute: If to copy, modify and distribute any Open Game
and are not Open Content: Dungeons & Dragons, (c) “Distribute” means to reproduce, license, rent, You are contributing original material as Open Game Content originally distributed under any version
D&D, Player’s Handbook, Dungeon Master, lease, sell, broadcast, publicly display, transmit or Content, You represent that Your Contributions of this License.
Monster Manual, d20 System, Wizards of the otherwise distribute; are Your original creation and/or You have
Coast, d20 (when used as a trademark), Forgotten (d)”Open Game Content” means the game mechanic sufficient rights to grant the rights conveyed by 10. Copy of this License: You MUST include a copy
Realms, Faerûn, proper names (including those used andincludes the methods, procedures, processes and this License. of this License with every copy of the Open Game
in the names of spells or items), places, Underdark, routines to the extent such content does not embody Content You Distribute.
Red Wizard of Thay, the City of Union, Heroic the Product Identity and is an enhancement over 6. Notice of License Copyright: You must update
Domains of Ysgard, EverChanging Chaos of Limbo, the prior art and any additional content the COPYRIGHT NOTICE portion of this License 11. Use of Contributor Credits: You may not market
Windswept Depths of Pandemonium, Infinite clearly identified as Open Game Content by the to include the exact text of the COPYRIGHT or advertise the Open Game Content using the name
Layers of the Abyss, Tarterian Depths of Carceri, Contributor, and means any work covered by this NOTICE of any Open Game Content You are of any Contributor unless You have written
Gray Waste of Hades, Bleak Eternity of Gehenna, License, includingtranslations and derivative works copying, modifying or distributing, and You must permission from the Contributor to do so.
Nine Hells of Baator,Infernal Battlefield of under copyright law, but specifically excludes add the title, the copyright date, and the copyright
Acheron, Clockwork Nirvana of Mechanus, Product Identity. holder’s name to the COPYRIGHT NOTICE of 12. Inability to Comply: If it is impossible for You
Peaceable Kingdoms of Arcadia, Seven Mounting (e) “Product Identity” means product any original Open Game Content you Distribute. to comply with any of the terms of this License with
Heavens of Celestia, Twin Paradises of Bytopia, and product line names, logos and identifying marks respect to some or all of the Open Game Content
Blessed Fields of Elysium, Wilderness of the including trade dress; artifacts; creatures 7. Use of Product Identity: You agree not to Use due to statute, judicial order, or governmental
Beastlands, Olympian Glades of Arborea, characters; stories, storylines, plots, thematic any Product Identity, including as an indication as regulation then You may not Use any Open Game
Concordant Domain of the Outlands, Sigil, Lady of elements, dialogue, incidents, language, artwork, to compatibility, except as expressly licensed in an- Material so affected.
Pain, Book of Exalted Deeds, Book of Vile symbols, designs, depictions, likenesses, formats, other, independent Agreement with the owner of
Darkness, beholder, gauth, carrion crawler, poses, concepts, themes and graphic, photographic each element of that Product Identity. You 13. Termination: This License will terminate
tanar’ri, baatezu, displacer beast, githyanki, and other visual or audio representations; names agree not to indicate compatibility or co- automatically if You fail to comply with all terms
githzerai, mind flayer, illithid, umber hulk, yuan-ti. and descriptions of characters,spells, enchantments, adaptability with any Trademark or Registered herein and fail to cure such breach within 30 days
personalities, teams, personas, likenesses and special Trademark in conjunction with a work containing of becoming aware of the breach. All sublicenses
All of the rest of the SRD5 is Open Game Content abilities; places, locations, environments, creatures, Open Game Content except as expressly licensed in shall survive the termination of this License.
as described in Section 1(d) of the License. The equipment, magical or supernatural abilities or another, independent Agreement with the owner of
terms of the Open Gaming License Version 1.0a are effects, logos, symbols, or graphic designs; and any such Trademark or Registered Trademark. 14. Reformation: If any provision of this License
as follows: other trademark or registered trademark clearly is held to be unenforceable, such provision shall be
identified as Product identity by the owner of the reformed only to the extent necessary to make it
OPEN GAME LICENSE VERSION 1.0A Product Identity, and which specifically excludes enforceable.
The following text is the property of Wizards of the the Open Game Content;
Coast, Inc.and is Copyright 2000 Wizards of the (f) “Trademark” means the logos, names, mark, 15. COPYRIGHT NOTICE Open Game License
Coast, Inc (“Wizards”). All Rights Reserved. sign, motto, designs that are used by a Contributor v 1.0a Copyright 2000, Wizards of the Coast, LLC.
to identify itself or its products or the associated System Reference Document 5.1 Copyright 2016,
The following text is the property of Wizards of the products contributed to the Open Game License by Wizards of the Coast, Inc.; Authors Mike Mearls,
Coast, Inc.and is Copyright 2000 Wizards of the the Contributor Jeremy Crawford, Chris Perkins, Rodney
Coast, Inc (“Wizards”). AllRights Reserved. (g)“Use”, “Used” or “Using” means to use, Thompson, Peter Lee, James Wyatt, Robert J.
Distribute, copy, edit, format, modify, translate and Schwalb, Bruce R. Cordell, Chris Sims, and Steve
1. Definitions: (a)”Contributors” means the otherwise create Derivative Material of Open Game Townshend, based on original material by E. Gary
copyright and/or trademark owners who have Content. (h) “You”or “ Your” means the licensee in Gygax and Dave Arneson.
contributed Open Game Content; terms of this agreement.
END OF LICENSE

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